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https://github.com/MaSzyna-EU07/maszyna.git
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AnimModel.cpp reaches cParser through the simulation core, not a direct import, so the previous pass missed it; the propagation now follows the whole import closure. Train.cpp, drivermode.cpp and Globals.cpp call Console:: inside _WIN32 guards without importing eu07.console - invisible on Linux, where those blocks are skipped.
69 lines
1.7 KiB
C++
69 lines
1.7 KiB
C++
/*
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This Source Code Form is subject to the
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terms of the Mozilla Public License, v.
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2.0. If a copy of the MPL was not
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distributed with this file, You can
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obtain one at
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http://mozilla.org/MPL/2.0/.
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*/
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//---------------------------------------------------------------------------
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module;
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#include <array>
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#include <chrono>
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#include <cstddef>
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#include <limits>
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#include <mutex>
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#include <ostream>
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#include <sstream>
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#include <string>
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#include <type_traits>
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#include <utility>
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#include <vector>
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#include <deque>
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#include <unordered_map>
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#include "vehicle/DynObj_macros.h"
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export module eu07.vehicle.camera;
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import eu07.glm;
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import eu07.input.command;
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import eu07.simcore;
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export {
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class TCamera {
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public: // McZapkie: potrzebuje do kiwania na boki
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void Init(glm::dvec3 const &Location, glm::dvec3 const &Angle, TDynamicObject *Owner);
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void Reset();
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void OnCursorMove(double const x, double const y);
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bool OnCommand( command_data const &Command );
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void Update();
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bool SetMatrix(glm::dmat4 &Matrix);
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void RaLook();
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glm::vec3 Angle; // pitch, yaw, roll
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glm::dvec3 Pos; // współrzędne obserwatora
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glm::dvec3 LookAt; // Idealnie gdyby był to znormalizowany kierunek, ale obecnie są to współrzędne punktu, na który ma patrzeć
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glm::vec3 vUp;
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glm::dvec3 Velocity;
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TDynamicObject *m_owner { nullptr }; // TODO: change to const when shake calculations are part of vehicles update
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glm::vec3 m_owneroffset{};
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private:
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glm::dvec3 m_moverate;
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glm::vec3 m_rotationoffsets; // requested changes to pitch, yaw and roll
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};
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struct viewport_proj_config {
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glm::vec3 pa; // screen lower left corner
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glm::vec3 pb; // screen lower right corner
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glm::vec3 pc; // screen upper left corner
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glm::vec3 pe; // eye position
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};
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} // export
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