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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-10-17 22:39:19 +02:00
Files
maszyna/vehicle/Camera.cppm
maj00r b8f040e6fd propagate template headers transitively, import Console where used
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.
2026-09-10 01:41:24 +02:00

69 lines
1.7 KiB
C++

/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
//---------------------------------------------------------------------------
module;
#include <array>
#include <chrono>
#include <cstddef>
#include <limits>
#include <mutex>
#include <ostream>
#include <sstream>
#include <string>
#include <type_traits>
#include <utility>
#include <vector>
#include <deque>
#include <unordered_map>
#include "vehicle/DynObj_macros.h"
export module eu07.vehicle.camera;
import eu07.glm;
import eu07.input.command;
import eu07.simcore;
export {
class TCamera {
public: // McZapkie: potrzebuje do kiwania na boki
void Init(glm::dvec3 const &Location, glm::dvec3 const &Angle, TDynamicObject *Owner);
void Reset();
void OnCursorMove(double const x, double const y);
bool OnCommand( command_data const &Command );
void Update();
bool SetMatrix(glm::dmat4 &Matrix);
void RaLook();
glm::vec3 Angle; // pitch, yaw, roll
glm::dvec3 Pos; // współrzędne obserwatora
glm::dvec3 LookAt; // Idealnie gdyby był to znormalizowany kierunek, ale obecnie są to współrzędne punktu, na który ma patrzeć
glm::vec3 vUp;
glm::dvec3 Velocity;
TDynamicObject *m_owner { nullptr }; // TODO: change to const when shake calculations are part of vehicles update
glm::vec3 m_owneroffset{};
private:
glm::dvec3 m_moverate;
glm::vec3 m_rotationoffsets; // requested changes to pitch, yaw and roll
};
struct viewport_proj_config {
glm::vec3 pa; // screen lower left corner
glm::vec3 pb; // screen lower right corner
glm::vec3 pc; // screen upper left corner
glm::vec3 pe; // eye position
};
} // export