2020-11-04 21:46:18 +01:00
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/*
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Minetest
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Copyright (C) 2020 Jean-Patrick Guerrero <jeanpatrick.guerrero@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "guiScene.h"
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#include <SViewFrustum.h>
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#include <IAnimatedMeshSceneNode.h>
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#include <ILightSceneNode.h>
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#include "porting.h"
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GUIScene::GUIScene(gui::IGUIEnvironment *env, scene::ISceneManager *smgr,
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gui::IGUIElement *parent, core::recti rect, s32 id)
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: IGUIElement(gui::EGUIET_ELEMENT, env, parent, id, rect)
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{
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m_driver = env->getVideoDriver();
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m_smgr = smgr->createNewSceneManager(false);
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m_cam = m_smgr->addCameraSceneNode(0, v3f(0.f, 0.f, -100.f), v3f(0.f));
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m_cam->setFOV(30.f * core::DEGTORAD);
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scene::ILightSceneNode *light = m_smgr->addLightSceneNode(m_cam);
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light->setRadius(1000.f);
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m_smgr->getParameters()->setAttribute(scene::ALLOW_ZWRITE_ON_TRANSPARENT, true);
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}
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GUIScene::~GUIScene()
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{
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setMesh(nullptr);
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m_smgr->drop();
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}
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scene::IAnimatedMeshSceneNode *GUIScene::setMesh(scene::IAnimatedMesh *mesh)
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{
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if (m_mesh) {
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m_mesh->remove();
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m_mesh = nullptr;
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}
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if (!mesh)
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return nullptr;
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m_mesh = m_smgr->addAnimatedMeshSceneNode(mesh);
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m_mesh->setPosition(-m_mesh->getBoundingBox().getCenter());
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m_mesh->animateJoints();
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return m_mesh;
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}
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void GUIScene::setTexture(u32 idx, video::ITexture *texture)
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{
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video::SMaterial &material = m_mesh->getMaterial(idx);
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material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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material.MaterialTypeParam = 0.5f;
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material.TextureLayer[0].Texture = texture;
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material.setFlag(video::EMF_LIGHTING, false);
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material.setFlag(video::EMF_FOG_ENABLE, true);
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material.setFlag(video::EMF_BILINEAR_FILTER, false);
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material.setFlag(video::EMF_BACK_FACE_CULLING, false);
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}
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void GUIScene::draw()
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{
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// Control rotation speed based on time
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u64 new_time = porting::getTimeMs();
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u64 dtime_ms = 0;
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if (m_last_time != 0)
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dtime_ms = porting::getDeltaMs(m_last_time, new_time);
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m_last_time = new_time;
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core::rect<s32> oldViewPort = m_driver->getViewPort();
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m_driver->setViewPort(getAbsoluteClippingRect());
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core::recti borderRect = Environment->getRootGUIElement()->getAbsoluteClippingRect();
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if (m_bgcolor != 0) {
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Environment->getSkin()->draw3DSunkenPane(
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this, m_bgcolor, false, true, borderRect, 0);
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}
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core::dimension2d<s32> size = getAbsoluteClippingRect().getSize();
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m_smgr->getActiveCamera()->setAspectRatio((f32)size.Width / (f32)size.Height);
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if (!m_target) {
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updateCamera(m_smgr->addEmptySceneNode());
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rotateCamera(v3f(0.f));
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m_cam->bindTargetAndRotation(true);
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}
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cameraLoop();
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// Continuous rotation
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if (m_inf_rot)
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rotateCamera(v3f(0.f, -0.03f * (float)dtime_ms, 0.f));
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m_smgr->drawAll();
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if (m_initial_rotation && m_mesh) {
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rotateCamera(v3f(m_custom_rot.X, m_custom_rot.Y, 0.f));
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calcOptimalDistance();
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m_initial_rotation = false;
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}
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m_driver->setViewPort(oldViewPort);
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}
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bool GUIScene::OnEvent(const SEvent &event)
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{
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if (m_mouse_ctrl && event.EventType == EET_MOUSE_INPUT_EVENT) {
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if (event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN) {
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m_last_pos = v2f((f32)event.MouseInput.X, (f32)event.MouseInput.Y);
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return true;
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} else if (event.MouseInput.Event == EMIE_MOUSE_MOVED) {
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if (event.MouseInput.isLeftPressed()) {
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m_curr_pos = v2f((f32)event.MouseInput.X, (f32)event.MouseInput.Y);
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rotateCamera(v3f(
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m_last_pos.Y - m_curr_pos.Y,
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m_curr_pos.X - m_last_pos.X, 0.f));
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m_last_pos = m_curr_pos;
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return true;
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}
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}
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}
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return gui::IGUIElement::OnEvent(event);
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}
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void GUIScene::setStyles(const std::array<StyleSpec, StyleSpec::NUM_STATES> &styles)
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{
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StyleSpec::State state = StyleSpec::STATE_DEFAULT;
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StyleSpec style = StyleSpec::getStyleFromStatePropagation(styles, state);
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setNotClipped(style.getBool(StyleSpec::NOCLIP, false));
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setBackgroundColor(style.getColor(StyleSpec::BGCOLOR, m_bgcolor));
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}
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2020-12-15 19:06:36 +01:00
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/**
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* Sets the frame loop range for the mesh
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*/
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void GUIScene::setFrameLoop(s32 begin, s32 end)
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{
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if (m_mesh->getStartFrame() != begin || m_mesh->getEndFrame() != end)
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m_mesh->setFrameLoop(begin, end);
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}
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2020-11-04 21:46:18 +01:00
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/* Camera control functions */
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inline void GUIScene::calcOptimalDistance()
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{
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core::aabbox3df box = m_mesh->getBoundingBox();
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f32 width = box.MaxEdge.X - box.MinEdge.X;
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f32 height = box.MaxEdge.Y - box.MinEdge.Y;
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f32 depth = box.MaxEdge.Z - box.MinEdge.Z;
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f32 max_width = width > depth ? width : depth;
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const scene::SViewFrustum *f = m_cam->getViewFrustum();
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f32 cam_far = m_cam->getFarValue();
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f32 far_width = core::line3df(f->getFarLeftUp(), f->getFarRightUp()).getLength();
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f32 far_height = core::line3df(f->getFarLeftUp(), f->getFarLeftDown()).getLength();
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core::recti rect = getAbsolutePosition();
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f32 zoomX = rect.getWidth() / max_width;
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f32 zoomY = rect.getHeight() / height;
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f32 dist;
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if (zoomX < zoomY)
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dist = (max_width / (far_width / cam_far)) + (0.5f * max_width);
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else
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dist = (height / (far_height / cam_far)) + (0.5f * max_width);
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m_cam_distance = dist;
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m_update_cam = true;
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}
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void GUIScene::updateCamera(scene::ISceneNode *target)
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{
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m_target = target;
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updateTargetPos();
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m_last_target_pos = m_target_pos;
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updateCameraPos();
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m_update_cam = true;
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}
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void GUIScene::updateTargetPos()
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{
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m_last_target_pos = m_target_pos;
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m_target->updateAbsolutePosition();
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m_target_pos = m_target->getAbsolutePosition();
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}
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void GUIScene::setCameraRotation(v3f rot)
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{
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correctBounds(rot);
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core::matrix4 mat;
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mat.setRotationDegrees(rot);
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m_cam_pos = v3f(0.f, 0.f, m_cam_distance);
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mat.rotateVect(m_cam_pos);
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m_cam_pos += m_target_pos;
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m_cam->setPosition(m_cam_pos);
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m_update_cam = false;
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}
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bool GUIScene::correctBounds(v3f &rot)
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{
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const float ROTATION_MAX_1 = 60.0f;
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const float ROTATION_MAX_2 = 300.0f;
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// Limit and correct the rotation when needed
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if (rot.X < 90.f) {
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if (rot.X > ROTATION_MAX_1) {
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rot.X = ROTATION_MAX_1;
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return true;
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}
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} else if (rot.X < ROTATION_MAX_2) {
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rot.X = ROTATION_MAX_2;
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return true;
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}
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// Not modified
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return false;
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}
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void GUIScene::cameraLoop()
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{
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updateCameraPos();
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updateTargetPos();
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if (m_target_pos != m_last_target_pos)
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m_update_cam = true;
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if (m_update_cam) {
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m_cam_pos = m_target_pos + (m_cam_pos - m_target_pos).normalize() * m_cam_distance;
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v3f rot = getCameraRotation();
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if (correctBounds(rot))
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setCameraRotation(rot);
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m_cam->setPosition(m_cam_pos);
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m_cam->setTarget(m_target_pos);
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m_update_cam = false;
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}
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}
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