Clean, self-contained extraction of the BattleTech-specific work from the
reverse-engineering workspace -- engine + game + content + build, with nothing
from Red Planet or the raw archive dumps. Builds green (Win32) and runs the
single-player drive->animate->target->fire->damage->destroy loop out of the box.
Layout:
engine/ MUNGA + MUNGA_L4 shared 2007 engine, carrying our BT render/loader
work (bgfload/L4D3D/L4VIDEO: BSL bit-slice decode, LOD/ground/shadow
models) + image codec; the minimal rp/ headers the audio HAL needs
game/ reconstructed BT logic + surviving-original BT source + fwd shims
+ WinMain launcher
content/ full runtime tree (BTL4.RES, VIDEO/, GAUGE/, AUDIO/, eggs, BTDPL.INI)
docs/ format specs + reconstruction ledgers
reference/ raw Ghidra pseudocode (recon source-of-truth) + decomp exporter
tools/ MP console emulator + map/resource scanners
One top-level CMake builds munga_engine lib + bt410_l4 game lib + btl4.exe.
All paths relativized (186 fwd shims + ~437 CMake abs paths -> repo-relative);
DXSDK is the one external, overridable via -DDXSDK. Verified: builds to a
byte-identical 2.27MB exe and runs combat (TARGET DESTROYED, 0 crashes) against
the bundled content.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
567 lines
12 KiB
C++
567 lines
12 KiB
C++
#include "munga.h"
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#pragma hdrstop
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#include "caminst.h"
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#include "notation.h"
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//##########################################################################
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//############################# CameraInstance #######################
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//##########################################################################
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//##########################################################################
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// Construction and Destruction
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//
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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CameraInstance::CameraInstance(
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int camera_ID,
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const Origin &camera_origin,
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Enumeration camera_type
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)
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{
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Str_Copy(cameraName, "camera", sizeof(cameraName));
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itoa(camera_ID, cameraName+6, 10);
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cameraID = camera_ID;
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cameraDataType = camera_type;
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SetLocalOrigin(camera_origin);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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CameraInstance::CameraInstance(StreamedInstance *model)
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{
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cameraID = model->cameraID;
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localOrigin = model->localOrigin;
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cameraToWorld = localOrigin;
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cameraDataType = model->cameraType;
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for (int i=0; i<4; ++i)
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{
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clampValues[i] = model->clampValues[i];
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}
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Str_Copy(cameraName, "camera", sizeof(cameraName));
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itoa(cameraID, cameraName+6, 10);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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#define READ_CAMERA_ENTRY(name,value)\
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if (\
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!cam_file->GetEntry(\
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camera_page_name,\
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name,\
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&value\
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)\
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)\
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{ \
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DEBUG_STREAM << camera_page_name << " missing " name "!\n" << std::flush;\
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Fail("Bad cameras!");\
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}
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CameraInstance::CameraInstance(
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NotationFile *cam_file,
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const char *camera_page_name
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)
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{
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Check(this);
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Check(cam_file);
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Check_Pointer(camera_page_name);
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//
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// PageName represents the cameraName
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Str_Copy(cameraName, camera_page_name, sizeof(cameraName));
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//
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//~~~~~~~~~~~~~~~~~~~~~
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// Read in the position
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//~~~~~~~~~~~~~~~~~~~~~
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//
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READ_CAMERA_ENTRY("tranx", localOrigin.linearPosition.x);
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READ_CAMERA_ENTRY("trany", localOrigin.linearPosition.y);
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READ_CAMERA_ENTRY("tranz", localOrigin.linearPosition.z);
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//
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//~~~~~~~~~~~~~~~~~~~~~~~~
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// Read in the Orientation
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//~~~~~~~~~~~~~~~~~~~~~~~~
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//
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READ_CAMERA_ENTRY("quatx", localOrigin.angularPosition.x);
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READ_CAMERA_ENTRY("quaty", localOrigin.angularPosition.y);
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READ_CAMERA_ENTRY("quatz", localOrigin.angularPosition.z);
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READ_CAMERA_ENTRY("quatw", localOrigin.angularPosition.w);
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cameraToWorld = localOrigin;
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//
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//---------------------
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// Read in camera clamp
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//---------------------
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//
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clampValues[0] = -PI;
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cam_file->GetEntry(
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camera_page_name,
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"minYawClamp",
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&clampValues[0].angle
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);
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clampValues[1] = PI;
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cam_file->GetEntry(
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camera_page_name,
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"maxYawClamp",
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&clampValues[1].angle
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);
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clampValues[2] = -PI_OVER_2;
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cam_file->GetEntry(
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camera_page_name,
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"minPitchClamp",
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&clampValues[2].angle
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);
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clampValues[3] = PI_OVER_2;
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cam_file->GetEntry(
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camera_page_name,
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"maxPitchClamp",
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&clampValues[3].angle
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);
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//
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// Overwrite default cameraID
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//
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const char *camera_data_entry;
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if(
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!cam_file->GetEntry(
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camera_page_name,
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"cameraType",
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&camera_data_entry
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)
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)
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{
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cameraDataType = DefaultCameraType;
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}
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else
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{
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Check_Pointer(camera_data_entry);
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cameraDataType = FindCameraType(camera_data_entry);
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}
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READ_CAMERA_ENTRY("cameraID", cameraID);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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CameraInstance::~CameraInstance()
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{
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}
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//##########################################################################
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// Data Access Funtions
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//
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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int
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CameraInstance::FindCameraType(const char *camera_data_type)
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{
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if(strcmp("DefaultCameraType", camera_data_type) == 0)
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{
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return DefaultCameraType;
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}
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else if(strcmp("AlwaysSeesCameraType", camera_data_type) == 0)
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{
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return AlwaysSeesCameraType;
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}
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return ErrorCameraType;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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CameraInstance::GetCameraTypeString(char *camera_type_string)
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{
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switch(cameraDataType)
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{
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case DefaultCameraType:
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Str_Copy(
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camera_type_string,
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"DefaultCameraType",
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(sizeof(char) * 128)
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);
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break;
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case AlwaysSeesCameraType:
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Str_Copy(
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camera_type_string,
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"AlwaysSeesCameraType",
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(sizeof(char) * 128)
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);
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break;
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default:
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Tell(cameraDataType);
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Warn(" Invalid cameraType !\n");
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break;
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}
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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CameraInstance::CalculateCameraRotation(
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YawPitchRoll *result,
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const Point3D &world
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)
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{
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//
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Given a Vector this function finds a rotation involving only
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// pitch and yaw, roll will not be affected. In addition the rotation
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// chosed will always be in the direction of least rotation
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Check(this);
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Check(result);
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Check(&world);
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//
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// find the vector from where we are to where we want to point
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Point3D local;
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local.MultiplyByInverse(world, cameraToWorld);
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if (Small_Enough(local.LengthSquared()))
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{
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*result = YawPitchRoll::Identity;
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return;
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}
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//
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//~~~~~~~~~~~~~~~~~~~~~
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// Calculate the angles
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//~~~~~~~~~~~~~~~~~~~~~
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//
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result->yaw = Radian::Normalize(Arctan(-local.x, -local.z));
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Scalar xz_direction = Sqrt((local.x * local.x) + (local.z *local.z));
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result->pitch = Radian::Normalize(Arctan(local.y, xz_direction));
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result->roll = 0.0f;
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Check_Fpu();
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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CameraInstance::SetLocalOrigin(
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const Origin &new_origin
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)
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{
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Check(this);
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Check(&new_origin);
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YawPitchRoll ypr;
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ypr = new_origin.angularPosition;
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clampValues[0] = clampValues[1] = 0.0f;
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clampValues[2] = clampValues[3] = ypr.pitch;
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ypr.pitch = 0.0f;
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localOrigin.linearPosition = new_origin.linearPosition;
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localOrigin.angularPosition = ypr;
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cameraToWorld = localOrigin;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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CameraInstance::LookAt(
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Origin *result,
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const Point3D &world_point
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)
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{
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result->linearPosition = localOrigin.linearPosition;
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YawPitchRoll first,local;
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first = localOrigin.angularPosition;
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CalculateCameraRotation(&local, world_point);
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Clamp(local.yaw, clampValues[0], clampValues[1]);
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Clamp(local.pitch, clampValues[2], clampValues[3]);
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first.yaw += local.yaw;
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first.pitch = local.pitch;
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result->angularPosition = first;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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CameraInstance::AllowLookingAt(const Point3D &world)
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{
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YawPitchRoll local;
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CalculateCameraRotation(&local, world);
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if (local.yaw < clampValues[0])
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{
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clampValues[0] = local.yaw;
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}
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else if (local.yaw > clampValues[1])
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{
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clampValues[1] = local.yaw;
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}
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if (local.pitch < clampValues[2])
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{
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clampValues[2] = local.pitch;
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}
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else if (local.pitch > clampValues[3])
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{
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clampValues[3] = local.pitch;
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}
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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#define YAW_SLOP (PI/12.0)
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#define PITCH_SLOP (0.75*(YAW_SLOP))
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Logical
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CameraInstance::CanCameraSee(const Point3D &world_point)
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{
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YawPitchRoll ypr;
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CalculateCameraRotation(&ypr, world_point);
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return
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clampValues[0]-YAW_SLOP <= ypr.yaw
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&& clampValues[1]+YAW_SLOP >= ypr.yaw
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&& clampValues[2]-PITCH_SLOP <= ypr.pitch
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&& clampValues[3]+PITCH_SLOP >= ypr.pitch;
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}
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//##########################################################################
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// Test Support
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//
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Logical
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CameraInstance::TestInstance() const
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{
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return True;
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}
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//##########################################################################
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// Tool Support
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//
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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CameraInstance::WriteNotationPage(NotationFile *camera_stream)
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{
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//
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Output this camera's information to the given notation file
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Check(this);
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Check(camera_stream);
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camera_stream->SetEntry(
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cameraName,
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"cameraID",
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cameraID
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);
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char camera_type[128];
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GetCameraTypeString(camera_type);
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camera_stream->SetEntry(
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cameraName,
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"cameraType",
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camera_type
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);
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camera_stream->SetEntry(
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cameraName,
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"tranx",
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localOrigin.linearPosition.x
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);
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camera_stream->SetEntry(
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cameraName,
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"trany",
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localOrigin.linearPosition.y
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);
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camera_stream->SetEntry(
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cameraName,
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"tranz",
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localOrigin.linearPosition.z
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);
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camera_stream->SetEntry(
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cameraName,
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"quatx",
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localOrigin.angularPosition.x
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);
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camera_stream->SetEntry(
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cameraName,
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"quaty",
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localOrigin.angularPosition.y
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);
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camera_stream->SetEntry(
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cameraName,
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"quatz",
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localOrigin.angularPosition.z
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);
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camera_stream->SetEntry(
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cameraName,
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"quatw",
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localOrigin.angularPosition.w
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);
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camera_stream->SetEntry(
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cameraName,
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"minYawClamp",
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clampValues[0]
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);
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camera_stream->SetEntry(
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cameraName,
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"maxYawClamp",
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clampValues[1]
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);
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camera_stream->SetEntry(
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cameraName,
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"minPitchClamp",
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clampValues[2]
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);
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camera_stream->SetEntry(
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cameraName,
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"maxPitchClamp",
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clampValues[3]
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);
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camera_stream->AppendEntry(cameraName, NULL, (char *)NULL);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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#undef READ_CAMERA_ENTRY
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#define READ_CAMERA_ENTRY(name,value)\
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if (\
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!cam_file->GetEntry(\
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camera_page_name,\
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name,\
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&value\
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)\
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)\
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{ \
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DEBUG_STREAM << camera_page_name << " missing " name "!\n" << std::flush;\
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return False;\
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}
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Logical
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CameraInstance::CreateStreamedInstance(
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StreamedInstance *model,
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NotationFile *cam_file,
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const char *camera_page_name
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)
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{
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Check_Pointer(model);
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Check(cam_file);
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Check_Pointer(camera_page_name);
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//
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//~~~~~~~~~~~~~~~~~~~~~
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// Read in the position
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//~~~~~~~~~~~~~~~~~~~~~
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//
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READ_CAMERA_ENTRY("tranx", model->localOrigin.linearPosition.x);
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READ_CAMERA_ENTRY("trany", model->localOrigin.linearPosition.y);
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READ_CAMERA_ENTRY("tranz", model->localOrigin.linearPosition.z);
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//
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//~~~~~~~~~~~~~~~~~~~~~~~~
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// Read in the Orientation
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//~~~~~~~~~~~~~~~~~~~~~~~~
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//
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READ_CAMERA_ENTRY("quatx", model->localOrigin.angularPosition.x);
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READ_CAMERA_ENTRY("quaty", model->localOrigin.angularPosition.y);
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READ_CAMERA_ENTRY("quatz", model->localOrigin.angularPosition.z);
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READ_CAMERA_ENTRY("quatw", model->localOrigin.angularPosition.w);
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//
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//---------------------
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// Read in camera clamp
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//---------------------
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//
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model->clampValues[0] = -PI;
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cam_file->GetEntry(
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camera_page_name,
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"minYawClamp",
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&model->clampValues[0].angle
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);
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model->clampValues[1] = PI;
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cam_file->GetEntry(
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camera_page_name,
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"maxYawClamp",
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&model->clampValues[1].angle
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);
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model->clampValues[2] = -PI_OVER_2;
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cam_file->GetEntry(
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camera_page_name,
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"minPitchClamp",
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&model->clampValues[2].angle
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);
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model->clampValues[3] = PI_OVER_2;
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cam_file->GetEntry(
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camera_page_name,
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"maxPitchClamp",
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&model->clampValues[3].angle
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);
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//
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// Overwrite default cameraID
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//
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const char *camera_data_entry;
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if(
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!cam_file->GetEntry(
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camera_page_name,
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"cameraType",
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&camera_data_entry
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)
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)
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{
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model->cameraType = DefaultCameraType;
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}
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else
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{
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Check_Pointer(camera_data_entry);
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model->cameraType = FindCameraType(camera_data_entry);
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}
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READ_CAMERA_ENTRY("cameraID", model->cameraID);
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model->instanceSize = sizeof(*model);
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return True;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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AlwaysSeesCameraInstance::AlwaysSeesCameraInstance(
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int camera_ID,
|
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const Origin &camera_origin,
|
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Enumeration camera_type
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|
):
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CameraInstance(camera_ID, camera_origin, camera_type)
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{
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}
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|
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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AlwaysSeesCameraInstance::AlwaysSeesCameraInstance(StreamedInstance *model):
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CameraInstance(model)
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{
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}
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|
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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AlwaysSeesCameraInstance::AlwaysSeesCameraInstance(
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NotationFile *cam_file,
|
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const char *camera_page_name
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):
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CameraInstance(cam_file, camera_page_name)
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{
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}
|
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|
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Logical
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AlwaysSeesCameraInstance::CanCameraSee(const Point3D &)
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{
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return True;
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} |