Move git root from Client/ to src/ to track all source code: - Client: Game client source (moved to Client/Client/) - Server: Game server source - GameTools: Development tools - CryptoSource: Encryption utilities - database: Database scripts - Script: Game scripts - rylCoder_16.02.2008_src: Legacy coder tools - GMFont, Game: Additional resources 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
130 lines
3.6 KiB
C++
130 lines
3.6 KiB
C++
// ViewCamera.h: interface for the CViewCamera class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_VIEWCAMERA_H__AB40CC30_EEEA_4FA1_96CE_A7CB0153A3CA__INCLUDED_)
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#define AFX_VIEWCAMERA_H__AB40CC30_EEEA_4FA1_96CE_A7CB0153A3CA__INCLUDED_
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#include "VECTOR.h" // Added by ClassView
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#if _MSC_VER > 1000
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#pragma once
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#endif // _MSC_VER > 1000
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#include "3DMath.h"
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#include <d3d.h>
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#include "List.h"
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#include "Vertex.h"
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class CViewCamera
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{
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vector3 m_vecPosition;
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long m_CameraMode;
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public:
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vector3 GetViewTowardVector();
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vector3 GetViewUpVector();
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void EndPlay();
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void Unload();
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// Render for Fade In/Out Func & Memver variable
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TLVertex m_pVertex[4];
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char m_AdderFadeValue;
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unsigned char m_FadeInitValue;
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int m_cFade;
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void SetFade(char AdderFadeValue,unsigned char FadeInitValue)
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{
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m_AdderFadeValue=AdderFadeValue;
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m_FadeInitValue=FadeInitValue;
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m_cFade=0;
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};
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int GetFadeCount(){return m_cFade;};
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//
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class CameraNode{
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public:
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vector3 m_vecPos;
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vector3 m_vecTarget;
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vector3 m_vecUp;
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quaternion m_qAngle;
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long m_Time;
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};
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float m_fTotalAniTime;
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void SetTotalAniTime(float fTotalAniTime){m_fTotalAniTime=fTotalAniTime;};
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float GetTotalAniTime(){return m_fTotalAniTime;};
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bool GetAnimateCamera(){return m_isAnimateCamera;};
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List<CameraNode>* GetCameraList(){return &m_CameraAnimateList;};
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void Save(char *strFilename);
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void Load(char *strFilename);
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void StartPlay();
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void PlayAnimate();
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void LookAt(vector3 vecPos,vector3 vecTarget,vector3 vecUp);
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void InterfaceFreeCamera(int MouseX,int MouseY);
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bool m_isAnimateCamera;
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bool GetIsAnimateCamera(){return m_isAnimateCamera;};
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DWORD m_dwTickTime,m_dwLastUpdateTime;
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float m_fNowAniTime;
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List<CameraNode> m_CameraAnimateList;
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//
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vector3 m_vecFrustumTop[3];
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vector3 m_vecFrustumBottom[3];
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vector3 m_vecFrustumLeft[3];
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vector3 m_vecFrustumRight[3];
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vector3 m_vecFrustumNormal[4];
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vector3 m_vecFrustumNear[3];
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vector3 m_vecCenterAxis[2];
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float m_fRotx,m_fRoty,m_fRotz;
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float m_fAspect,m_fFov,m_fFarPlane,m_fNearPlane;
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vector3 m_vecCameraPosition;
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matrix m_matView;
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matrix m_matPosition;
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matrix m_matStackView,m_matStackPosition;
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float m_fStackRotx,m_fStackRoty,m_fStackRotz;
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vector3 m_vecStackPos;
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void SaveViewMatrix()
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{
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m_matStackView=m_matView;
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m_matStackPosition=m_matPosition;
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m_fStackRotx=m_fRotx;
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m_fStackRoty=m_fRoty;
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m_fStackRotz=m_fRotz;
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m_vecStackPos=m_vecPosition;
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};
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void LoadViewMatrix()
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{
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m_matView=m_matStackView;
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m_matPosition=m_matStackPosition;
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m_fRotx=m_fStackRotx;
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m_fRoty=m_fStackRoty;
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m_fRotz=m_fStackRotz;
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m_vecPosition=m_vecStackPos;
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MoveFrustum();
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};
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void InterfaceCharlook2(int MouseX,int MouseY);
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void InterfaceCharlook(int MouseX,int MouseY,float fCharMove);
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void InterfaceFreelook(int MouseX,int MouseY);
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void MoveFrustum();
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void Render(LPDIRECT3DDEVICE8 pd3dDevice);
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void BuildFrustum(float fAspect,float fFov,float fNearPlane,float fFarPlane);
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vector3 *GetPosition(){return &m_vecPosition;};
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D3DMATRIX* GetMatView(){return (D3DMATRIX*)(&m_matView);};
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matrix* GetMatPosition(){return &m_matPosition;};
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float GetRotationX(){return m_fRotx;};
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float GetRotationY(){return m_fRoty;};
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float GetRotationZ(){return m_fRotz;};
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void SetRotaitionX(float fRotX){m_fRotx=fRotX;};
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void SetRotaitionY(float fRotY){m_fRoty=fRotY;};
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void SetRotaitionZ(float fRotZ){m_fRotz=fRotZ;};
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void SetVecPosition(vector3 vecPos){m_vecPosition=vecPos;};
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void SetMatView(matrix &mat){m_matView=mat;};
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void SetMatPosition(matrix &mat){m_matPosition=mat;};
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CViewCamera();
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virtual ~CViewCamera();
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};
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#endif // !defined(AFX_VIEWCAMERA_H__AB40CC30_EEEA_4FA1_96CE_A7CB0153A3CA__INCLUDED_)
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