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Add all new AFX files
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Engine/source/afx/afxCamera.h
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189
Engine/source/afx/afxCamera.h
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
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// Copyright (C) 2015 Faust Logic, Inc.
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//
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// afxCamera implements a modified camera for demonstrating a third person camera style
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// which is more common to RPG games than the standard FPS style camera. For the most part,
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// it is a hybrid of the standard TGE camera and the third person mode of the Advanced Camera
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// resource, authored by Thomas "Man of Ice" Lund. This camera implements the bare minimum
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// required for demonstrating an RPG style camera and leaves tons of room for improvement.
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// It should be replaced with a better camera if possible.
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//
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// Advanced Camera Resource by Thomas "Man of Ice" Lund:
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// http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=5471
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//
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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#ifndef _AFX_CAMERA_H_
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#define _AFX_CAMERA_H_
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#ifndef _SHAPEBASE_H_
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#include "game/shapeBase.h"
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#endif
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//----------------------------------------------------------------------------
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struct afxCameraData: public ShapeBaseData {
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typedef ShapeBaseData Parent;
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static U32 sCameraCollisionMask;
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//
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DECLARE_CONOBJECT(afxCameraData);
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DECLARE_CATEGORY("AFX");
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static void initPersistFields();
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virtual void packData(BitStream* stream);
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virtual void unpackData(BitStream* stream);
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};
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//----------------------------------------------------------------------------
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// Implements a basic camera object.
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class afxCamera: public ShapeBase
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{
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typedef ShapeBase Parent;
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enum MaskBits {
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MoveMask = Parent::NextFreeMask,
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SubjectMask = Parent::NextFreeMask << 1,
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NextFreeMask = Parent::NextFreeMask << 2
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};
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struct StateDelta {
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Point3F pos;
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Point3F rot;
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VectorF posVec;
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VectorF rotVec;
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};
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enum
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{
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ThirdPersonMode = 1,
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FlyMode = 2,
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OrbitObjectMode = 3,
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OrbitPointMode = 4,
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CameraFirstMode = 0,
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CameraLastMode = 4
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};
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private:
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int mode;
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Point3F mRot;
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StateDelta delta;
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SimObjectPtr<GameBase> mOrbitObject;
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F32 mMinOrbitDist;
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F32 mMaxOrbitDist;
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F32 mCurOrbitDist;
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Point3F mPosition;
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bool mObservingClientObject;
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SceneObject* cam_subject;
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Point3F cam_offset;
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Point3F coi_offset;
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F32 cam_distance;
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F32 cam_angle;
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bool cam_dirty;
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bool flymode_saved;
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Point3F flymode_saved_pos;
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S8 third_person_snap_c;
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S8 third_person_snap_s;
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void set_cam_pos(const Point3F& pos, const Point3F& viewRot);
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void cam_update(F32 dt, bool on_server);
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public:
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/*C*/ afxCamera();
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/*D*/ ~afxCamera();
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Point3F& getPosition();
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void setFlyMode();
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void setOrbitMode(GameBase* obj, Point3F& pos, AngAxisF& rot, F32 minDist, F32 maxDist, F32 curDist, bool ownClientObject);
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void validateEyePoint(F32 pos, MatrixF *mat);
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GameBase* getOrbitObject() { return(mOrbitObject); }
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bool isObservingClientObject() { return(mObservingClientObject); }
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void snapToPosition(const Point3F& pos);
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void setCameraSubject(SceneObject* subject);
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void setThirdPersonOffset(const Point3F& offset);
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void setThirdPersonOffset(const Point3F& offset, const Point3F& coi_offset);
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const Point3F& getThirdPersonOffset() const { return cam_offset; }
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const Point3F& getThirdPersonCOIOffset() const { return coi_offset; }
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void setThirdPersonDistance(F32 distance);
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F32 getThirdPersonDistance();
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void setThirdPersonAngle(F32 angle);
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F32 getThirdPersonAngle();
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void setThirdPersonMode();
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void setThirdPersonSnap();
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void setThirdPersonSnapClient();
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const char* getMode();
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bool isCamera() const { return true; }
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DECLARE_CONOBJECT(afxCamera);
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DECLARE_CATEGORY("AFX");
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private: // 3POV SECTION
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U32 blockers_mask_3pov;
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void cam_update_3pov(F32 dt, bool on_server);
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bool avoid_blocked_view(const Point3F& start, const Point3F& end, Point3F& newpos);
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bool test_blocked_line(const Point3F& start, const Point3F& end);
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public: // STD OVERRIDES SECTION
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virtual bool onAdd();
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virtual void onRemove();
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virtual void onDeleteNotify(SimObject *obj);
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virtual void advanceTime(F32 dt);
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virtual void processTick(const Move* move);
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virtual void interpolateTick(F32 delta);
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virtual void writePacketData(GameConnection *conn, BitStream *stream);
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virtual void readPacketData(GameConnection *conn, BitStream *stream);
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virtual U32 packUpdate(NetConnection *conn, U32 mask, BitStream *stream);
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virtual void unpackUpdate(NetConnection *conn, BitStream *stream);
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virtual void onCameraScopeQuery(NetConnection* cr, CameraScopeQuery*);
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virtual void getCameraTransform(F32* pos,MatrixF* mat);
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virtual void setTransform(const MatrixF& mat);
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virtual void onEditorEnable();
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virtual void onEditorDisable();
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virtual F32 getCameraFov();
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virtual F32 getDefaultCameraFov();
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virtual bool isValidCameraFov(F32 fov);
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virtual void setCameraFov(F32 fov);
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virtual F32 getDamageFlash() const;
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virtual F32 getWhiteOut() const;
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virtual void setControllingClient( GameConnection* connection );
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};
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#endif // _AFX_CAMERA_H_
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