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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.
80 lines
1.9 KiB
C++
80 lines
1.9 KiB
C++
module;
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#include <array>
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#include <chrono>
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#include <deque>
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#include <limits>
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#include <mutex>
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#include <sstream>
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#include <type_traits>
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#include <unordered_map>
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#include <utility>
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#include <vector>
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#include <ostream>
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#include <cstddef>
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#include <string>
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#include "utilities/Globals_macros.h"
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#include <GLFW/glfw3.h>
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module eu07.utilities.headtrack;
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import eu07.utilities.globals;
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import eu07.glm;
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headtrack::headtrack()
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{
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}
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void headtrack::find_joy() {
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for (size_t i = GLFW_JOYSTICK_1; i <= GLFW_JOYSTICK_LAST; i++) {
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if (!glfwJoystickPresent(i))
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continue;
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std::string name(glfwGetJoystickName(i));
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if (name == Global.headtrack_conf.joy) {
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joy_id = i;
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return;
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}
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}
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joy_id = -1;
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}
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float headtrack::get_axis(const float *data, int count, int axis, float mul) {
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if (axis < 0)
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return 0.0f;
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if (axis >= count)
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return 0.0f;
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return data[axis] * mul;
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}
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void headtrack::update()
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{
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if (joy_id == -1 || !glfwJoystickPresent(joy_id)) {
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Global.viewport_move = glm::vec3();
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Global.viewport_rotate = glm::mat3();
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find_joy();
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return;
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}
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int count;
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const float* axes = glfwGetJoystickAxes(joy_id, &count);
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auto const &move_axes = Global.headtrack_conf.move_axes;
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auto const &rot_axes = Global.headtrack_conf.rot_axes;
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auto const &move_mul = Global.headtrack_conf.move_mul;
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auto const &rot_mul = Global.headtrack_conf.rot_mul;
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glm::vec3 move;
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move.x = get_axis(axes, count, move_axes.x, move_mul.x);
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move.y = get_axis(axes, count, move_axes.y, move_mul.y);
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move.z = get_axis(axes, count, move_axes.z, move_mul.z);
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glm::vec3 rotate;
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rotate.x = get_axis(axes, count, rot_axes.x, rot_mul.x);
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rotate.y = get_axis(axes, count, rot_axes.y, rot_mul.y);
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rotate.z = get_axis(axes, count, rot_axes.z, rot_mul.z);
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Global.viewport_move = move;
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Global.viewport_rotate = glm::orientate3(rotate);
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}
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