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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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#ifndef plCameraModifier_inc
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#define plCameraModifier_inc
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#include "pnModifier/plSingleModifier.h"
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#include "hsBitVector.h"
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#include "hsGeometry3.h"
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#include "hsTemplates.h"
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class plPipeline;
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class plKey;
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class plCameraBrain1;
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class plCameraMsg;
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struct CamTrans
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{
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// used when creating default track transitions at runtime
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CamTrans(plKey to)
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{
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fTransTo = to;
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fAccel = 60.0f;
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fDecel = 60.0f;
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fVelocity = 60.0f;
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fPOADecel = 60.0f;
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fPOAAccel = 60.0f;
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fPOAVelocity = 60.0f;
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fCutPos = false;
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fCutPOA = false;
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fIgnore = false;
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}
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plKey fTransTo;
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bool fCutPos;
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bool fCutPOA;
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bool fIgnore;
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float fAccel;
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float fDecel;
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float fVelocity;
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float fPOAAccel;
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float fPOADecel;
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float fPOAVelocity;
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};
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class plCameraModifier1 : public plSingleModifier
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{
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enum
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{
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kRefBrain,
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kRefCut,
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kRefTrack,
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kRefCallbackMsg,
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};
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protected:
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void Output();
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virtual bool IEval(double secs, float del, uint32_t dirty) { return true; }
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public:
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plCameraModifier1();
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virtual ~plCameraModifier1();
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CLASSNAME_REGISTER( plCameraModifier1 );
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GETINTERFACE_ANY( plCameraModifier1, plSingleModifier );
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virtual bool MsgReceive(plMessage* msg);
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void Initialize();
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virtual void Update();
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virtual void AddTarget(plSceneObject* so);
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void SetBrain(plCameraBrain1* brain) { fBrain = brain; }
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plCameraBrain1* GetBrain() { return fBrain;}
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hsPoint3 GetTargetPos() { return fFrom; }
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hsPoint3 GetTargetPOA() { return fAt; }
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hsPoint3 GetSubworldPos() { return fLastSubPos; }
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hsPoint3 GetSubworldPOA() { return fLastSubPOA; }
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void SetTransform(hsPoint3 at);
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void SetTargetPos(hsPoint3 pos) { fFrom = pos; }
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void SetTargetPOA(hsPoint3 pos) { fAt = pos; }
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void SetSubworldPos(hsPoint3 pos) { fLastSubPos = pos; }
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void SetSubworldPOA(hsPoint3 pos) { fLastSubPOA = pos; }
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float GetFOVw() const { return fFOVw; }
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float GetFOVh() const { return fFOVh; }
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void SetFOV(float w, float h, bool fUpdateVCam = true);
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void SetFOVw(float f, bool fUpdateVCam = true);
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void SetFOVh(float f, bool fUpdateVCam = true);
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bool GetInSubworld() { return fInSubLastUpdate; }
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void InSubworld(bool b) { fInSubLastUpdate = b; }
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virtual void Read(hsStream* stream, hsResMgr* mgr);
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virtual void Write(hsStream* stream, hsResMgr* mgr);
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void AddTrans(CamTrans* t) { fTrans.Append(t); }
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int GetNumTrans() { return fTrans.Count(); }
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CamTrans* GetTrans(int i) { return fTrans[i]; }
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void SetSubject(plSceneObject* pObj);
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plSceneObject* GetSubject();
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virtual void Push(bool recenter = true);
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virtual void Pop();
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virtual bool GetFaded();
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virtual bool SetFaded(bool b);
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bool IsAnimated() { return fAnimated; }
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void SetAnimCommands(bool a, bool b, bool c) { fStartAnimOnPush = a; fStopAnimOnPop = b; fResetAnimOnPop = c; }
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private:
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hsPoint3 fFrom;
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hsPoint3 fAt;
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plCameraBrain1* fBrain; // the 'logic' portion of the camera
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hsTArray<CamTrans*> fTrans;
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plSceneObject* fSubObj;
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float fFOVw;
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float fFOVh;
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hsTArray<plMessage*> fMessageQueue;
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hsTArray<plCameraMsg*> fFOVInstructions;
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bool fAnimated, fStartAnimOnPush, fStopAnimOnPop, fResetAnimOnPop;
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hsPoint3 fLastSubPos;
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hsPoint3 fLastSubPOA;
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bool fInSubLastUpdate;
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bool fUpdateBrainTarget; // sometimes our target isn't loaded yet, so wait to update the brain til later
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};
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#endif //plCameraModifier_inc
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