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>
72 lines
1.7 KiB
C++
72 lines
1.7 KiB
C++
// DlgCameraSet.cpp : implementation file
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//
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#include "stdafx.h"
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#include "worldcreator.h"
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#include "DlgCameraSet.h"
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#include "WorldCreatorView.h"
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#include "MainFrm.h"
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#ifdef _DEBUG
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#define new DEBUG_NEW
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#undef THIS_FILE
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static char THIS_FILE[] = __FILE__;
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#endif
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/////////////////////////////////////////////////////////////////////////////
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// CDlgCameraSet dialog
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CDlgCameraSet::CDlgCameraSet(CWnd* pParent /*=NULL*/)
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: CDialog(CDlgCameraSet::IDD, pParent)
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{
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//{{AFX_DATA_INIT(CDlgCameraSet)
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m_fPosX = 0.0f;
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m_fPosY = 0.0f;
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m_fPosZ = 0.0f;
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m_fLookX = 0.0f;
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m_fLookY = 0.0f;
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m_fLookZ = 0.0f;
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//}}AFX_DATA_INIT
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}
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void CDlgCameraSet::DoDataExchange(CDataExchange* pDX)
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{
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CDialog::DoDataExchange(pDX);
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//{{AFX_DATA_MAP(CDlgCameraSet)
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DDX_Text(pDX, IDC_EDIT1, m_fPosX);
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DDX_Text(pDX, IDC_EDIT2, m_fPosY);
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DDX_Text(pDX, IDC_EDIT4, m_fPosZ);
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DDX_Text(pDX, IDC_EDIT5, m_fLookX);
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DDX_Text(pDX, IDC_EDIT6, m_fLookY);
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DDX_Text(pDX, IDC_EDIT7, m_fLookZ);
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//}}AFX_DATA_MAP
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}
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BEGIN_MESSAGE_MAP(CDlgCameraSet, CDialog)
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//{{AFX_MSG_MAP(CDlgCameraSet)
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// CDlgCameraSet message handlers
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void CDlgCameraSet::OnOK()
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{
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// TODO: Add extra validation here
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UpdateData();
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CMainFrame *mf=(CMainFrame*)AfxGetApp()->m_pMainWnd;
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CWorldCreatorView* av=(CWorldCreatorView*)mf->GetActiveView();
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vector3 vecUp = vector3(0.0f,1.0f,0.0f);
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//vector3 vecLook = vector3(m_fLookX,m_fLookY,m_fLookZ);
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vector3 vecPos = vector3(m_fPosX,m_fPosY,m_fPosZ);
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vector3 vecLook = vector3(m_fPosX,m_fPosY,m_fPosZ + 1.0f);
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av->m_SceneManager->m_ViewCamera->LookAt(vecPos,vecLook,vecUp);
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CDialog::OnOK();
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}
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