mirror of
https://github.com/ptitSeb/Serious-Engine
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24cb244d43
This was a _ton_ of changes, made 15 years ago, so there are probably some problems to work out still. Among others: Engine/Base/Stream.* was mostly abandoned and will need to be re-ported. Still, this is a pretty good start, and probably holds a world record for lines of changes or something. :)
90 lines
3.2 KiB
C++
90 lines
3.2 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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#ifndef SE_INCL_PLACEMENT_H
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#define SE_INCL_PLACEMENT_H
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#ifdef PRAGMA_ONCE
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#pragma once
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#endif
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#include <Engine/Math/Vector.h>
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#include <Engine/Math/Geometry.h>
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#ifdef NETSTRUCTS_PACKED
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#pragma pack(1)
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#endif
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/*
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* Placement of an object in 3D space
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*/
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class ENGINE_API CPlacement3D {
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public:
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FLOAT3D pl_PositionVector; // position in space
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ANGLE3D pl_OrientationAngle; // angles of orientation
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public:
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/* Default constructor. */
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inline CPlacement3D(void);
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/* Constructor from coordinates and angle. */
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inline CPlacement3D(const FLOAT3D &vPosition, const ANGLE3D &aOrientation);
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/* Comparison operator. */
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inline BOOL operator==(const CPlacement3D &plOther) const;
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/* Rotate using trackball method. */
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void Rotate_TrackBall(const ANGLE3D &a3dRotation);
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/* Rotate using airplane method. */
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void Rotate_Airplane(const ANGLE3D &a3dRotation);
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/* Rotate using HPB method. */
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void Rotate_HPB(const ANGLE3D &a3dRotation);
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/* Translate in own coordinate system. */
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void Translate_OwnSystem(const FLOAT3D &f3dRelativeTranslation);
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/* Translate in absolute coordinate system. */
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void Translate_AbsoluteSystem(const FLOAT3D &f3dAbsoluteTranslation);
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/* Get the direction vector in the direction of this placement. */
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inline void GetDirectionVector(FLOAT3D &vDirection);
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/* Project this placement from absolute system to coordinate system of another placement. */
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void AbsoluteToRelative(const CPlacement3D &plSystem);
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void AbsoluteToRelativeSmooth(const CPlacement3D &plSystem);
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/* Project this placement from coordinate system of another placement to absolute system. */
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void RelativeToAbsolute(const CPlacement3D &plSystem);
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void RelativeToAbsoluteSmooth(const CPlacement3D &plSystem);
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/* Project this placement from system of one placement to system of another placement. */
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void RelativeToRelative(const CPlacement3D &plSource, const CPlacement3D &plTarget);
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void RelativeToRelativeSmooth(const CPlacement3D &plSource, const CPlacement3D &plTarget);
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/* Make this placement be a linear interpolation between given two placements. */
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void Lerp(const CPlacement3D &pl0, const CPlacement3D &pl1, FLOAT fFactor);
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};
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#ifdef NETSTRUCTS_PACKED
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#pragma pack()
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#endif
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/* Stream operations */
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ENGINE_API CTStream &operator>>(CTStream &strm, CPlacement3D &p3d);
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ENGINE_API CTStream &operator<<(CTStream &strm, const CPlacement3D &p3d);
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extern ENGINE_API CPlacement3D _plOrigin;
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/* Default constructor. */
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inline CPlacement3D::CPlacement3D(void) { }
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/* Constructor from coordinates and angle. */
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inline CPlacement3D::CPlacement3D(const FLOAT3D &vPosition, const ANGLE3D &aOrientation)
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: pl_PositionVector(vPosition)
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, pl_OrientationAngle(aOrientation)
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{}
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/* Comparison operator. */
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inline BOOL CPlacement3D::operator==(const CPlacement3D &plOther) const {
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return pl_PositionVector==plOther.pl_PositionVector
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&& pl_OrientationAngle==plOther.pl_OrientationAngle;
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}
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/* Get the direction vector in the direction of this placement. */
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inline void CPlacement3D::GetDirectionVector(FLOAT3D &vDirection)
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{
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AnglesToDirectionVector(pl_OrientationAngle, vDirection);
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}
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#endif /* include-once check. */
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