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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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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 General Public License as published by
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the Free Software Foundation, either version 3 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 General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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#include <cmath>
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#include "HeadSpin.h"
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#include "plStereizer.h"
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#include "plLineFollowMod.h"
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#include "plMessage/plListenerMsg.h"
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#include "plgDispatch.h"
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#include "pnSceneObject/plSceneObject.h"
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#include "pnSceneObject/plCoordinateInterface.h"
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#include "hsFastMath.h"
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#include "hsGeometry3.h"
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#include "hsMatrix44.h"
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#include "hsStream.h"
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plStereizer::plStereizer()
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: fInitPos(0,0,0),
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fListPos(0,0,0),
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fListDirection(0,1.f,0),
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fListUp(0,0,1.f)
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{
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}
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plStereizer::~plStereizer()
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{
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if( !HasMaster() )
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plgDispatch::Dispatch()->UnRegisterForExactType(plListenerMsg::Index(), GetKey());
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}
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void plStereizer::Read(hsStream* stream, hsResMgr* mgr)
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{
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plSingleModifier::Read(stream, mgr);
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fAmbientDist = stream->ReadLEScalar();
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fTransition = stream->ReadLEScalar();
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fMaxSepDist = stream->ReadLEScalar();
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fMinSepDist = stream->ReadLEScalar();
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fTanAng = stream->ReadLEScalar();
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fInitPos.Read(stream);
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if( !HasMaster() )
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plgDispatch::Dispatch()->RegisterForExactType(plListenerMsg::Index(), GetKey());
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}
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void plStereizer::Write(hsStream* stream, hsResMgr* mgr)
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{
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plSingleModifier::Write(stream, mgr);
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stream->WriteLEScalar(fAmbientDist);
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stream->WriteLEScalar(fTransition);
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stream->WriteLEScalar(fMaxSepDist);
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stream->WriteLEScalar(fMinSepDist);
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stream->WriteLEScalar(fTanAng);
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fInitPos.Write(stream);
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}
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bool plStereizer::MsgReceive(plMessage* msg)
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{
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plListenerMsg* listenMsg = plListenerMsg::ConvertNoRef(msg);
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if( listenMsg )
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{
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SetFromListenerMsg(listenMsg);
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return Stereize();
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}
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return plSingleModifier::MsgReceive(msg);
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}
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bool plStereizer::IEval(double secs, float del, uint32_t dirty)
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{
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return false;
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}
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bool plStereizer::Stereize()
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{
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plSceneObject* targ = GetTarget();
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if( !targ )
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return true;
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targ->FlushTransform();
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// Find distance to listener
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hsPoint3 pos = IGetUnStereoPos();
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hsVector3 posToList(&fListPos, &pos);
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float dist = posToList.Magnitude();
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// If distance less than ambient distance
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// setup as pure ambient
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// Else if distance greater than ambient distance + transition
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// setup as pure localized
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// Else
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// Calc pure ambient position
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// Calc pure localized position
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// Interpolate between the two.
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if( dist <= fAmbientDist )
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{
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ISetNewPos(IGetAmbientPos());
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}
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else if( dist >= fAmbientDist + fTransition )
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{
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ISetNewPos(IGetLocalizedPos(posToList, dist));
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}
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else
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{
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hsPoint3 ambPos = IGetAmbientPos();
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hsPoint3 localizePos = IGetLocalizedPos(posToList, dist);
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hsPoint3 newPos(ambPos);
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newPos += (localizePos - ambPos) * ((dist - fAmbientDist) / fTransition);
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ISetNewPos(newPos);
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}
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return true;
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}
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void plStereizer::ISetNewPos(const hsPoint3& newPos)
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{
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hsMatrix44 l2w = GetTarget()->GetLocalToWorld();
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hsMatrix44 w2l = GetTarget()->GetWorldToLocal();
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l2w.NotIdentity();
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l2w.fMap[0][3] = newPos[0];
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l2w.fMap[1][3] = newPos[1];
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l2w.fMap[2][3] = newPos[2];
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hsPoint3 invPos = -newPos;
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w2l.fMap[0][3] = ((hsVector3*)&w2l.fMap[0][0])->InnerProduct(invPos);
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w2l.fMap[1][3] = ((hsVector3*)&w2l.fMap[1][0])->InnerProduct(invPos);
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w2l.fMap[2][3] = ((hsVector3*)&w2l.fMap[2][0])->InnerProduct(invPos);
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IGetTargetCoordinateInterface(0)->SetTransform(l2w, w2l);
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}
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void plStereizer::SetFromListenerMsg(const plListenerMsg* listMsg)
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{
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fListPos = listMsg->GetPosition();
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fListDirection = listMsg->GetDirection();
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fListUp = listMsg->GetUp();
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}
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hsPoint3 plStereizer::IGetAmbientPos() const
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{
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hsPoint3 pos = fListPos;
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hsVector3 axOut = fListDirection % fListUp;
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hsFastMath::NormalizeAppr(axOut);
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if( IsLeftChannel() )
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axOut *= -fMinSepDist;
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else
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axOut *= fMinSepDist;
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pos += axOut;
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return pos;
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}
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hsPoint3 plStereizer::IGetLocalizedPos(const hsVector3& posToList, float distToList) const
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{
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hsPoint3 pos = IGetUnStereoPos();
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hsVector3 axOut(-posToList.fY, posToList.fX, 0);
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hsFastMath::NormalizeAppr(axOut);
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float distOut = distToList * fTanAng;
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if( distOut > fMaxSepDist )
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distOut = fMaxSepDist;
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else if( distOut < fMinSepDist )
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distOut = fMinSepDist;
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if( IsLeftChannel() )
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distOut = -distOut;
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axOut *= distOut;
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pos += axOut;
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return pos;
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}
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void plStereizer::SetSepAngle(float rads)
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{
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fTanAng = float(tan(rads));
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}
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float plStereizer::GetSepAngle() const
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{
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return atan(fTanAng);
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}
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hsPoint3 plStereizer::IGetUnStereoPos() const
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{
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return GetWorldInitPos();
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}
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void plStereizer::SetWorldInitPos(const hsPoint3& pos)
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{
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plCoordinateInterface* parent = IGetParent();
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if( parent )
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fInitPos = parent->GetWorldToLocal() * pos;
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else
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fInitPos = pos;
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}
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hsPoint3 plStereizer::GetWorldInitPos() const
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{
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plCoordinateInterface* parent = IGetParent();
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if( parent )
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return parent->GetLocalToWorld() * fInitPos;
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return fInitPos;
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}
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plCoordinateInterface* plStereizer::IGetParent() const
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{
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plCoordinateInterface* coord = IGetTargetCoordinateInterface(0);
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if( coord )
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{
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return coord->GetParent();
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}
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return nil;
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}
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// Note that (along with it's many other hacky defects), this
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// will go down in flames if there are two potential masters.
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// Of course, two line follow mods doesn't really make sense
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// now anyway, but the point is that this is a simplified placeholder
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// to get the job done. If and when a need is shown for sequencing of
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// modifiers, this should be updated to follow that protocol. But
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// the rationale is that one simple example of a need for sequencing
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// doesn't give enough basis to decide what that protocol should be.
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// Or in simpler terms, I want to do it one way, Brice wants to do
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// it another, and since either would work for this, we're waiting
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// for a tie breaker case that gives one way or the other an advantage.
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bool plStereizer::CheckForMaster()
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{
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ISetHasMaster(false);
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plSceneObject* targ = GetTarget();
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if( !targ )
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return false;
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int n = targ->GetNumModifiers();
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int i;
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for( i = 0; i < n; i++ )
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{
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plLineFollowMod* line = plLineFollowMod::ConvertNoRef(IGetTargetModifier(0, i));
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if( line )
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{
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ISetHasMaster(true);
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line->AddStereizer(GetKey());
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return true;
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}
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}
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return false;
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}
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