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6 Commits
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96503de55b
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96503de55b | ||
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2711c752ba | ||
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0e6f65f32e | ||
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86084516cd | ||
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71a31e19bd | ||
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d77b1dfd67 |
@ -1 +1 @@
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Subproject commit 1c9e7831c874068e7c939a7dea8790eef6513d78
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Subproject commit dc8f10e407daa8bdf7e90d9438b55d5883780825
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@ -1129,7 +1129,7 @@ void CGlueMgr::StatusDialogClick() {
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}
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case IDLE_REALM_LIST:
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case IDLE_5:
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case IDLE_CREATE_CHARACTER:
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case IDLE_DELETE_CHARACTER:
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case IDLE_ENTER_WORLD: {
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ClientServices::Connection()->Cancel(2);
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@ -20,7 +20,7 @@ class CGlueMgr {
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IDLE_ACCOUNT_LOGIN = 2,
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IDLE_CHARACTER_LIST = 3,
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IDLE_REALM_LIST = 4,
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IDLE_5 = 5,
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IDLE_CREATE_CHARACTER = 5,
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IDLE_DELETE_CHARACTER = 6,
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IDLE_7 = 7,
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IDLE_8 = 8,
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@ -60,11 +60,11 @@ enum NETMESSAGE {
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CMSG_AUTH_SRP6_BEGIN = 0x0033,
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CMSG_AUTH_SRP6_PROOF = 0x0034,
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CMSG_AUTH_SRP6_RECODE = 0x0035,
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CMSG_CREATE_CHARACTER = 0x0036,
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CMSG_CHAR_CREATE = 0x0036,
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CMSG_ENUM_CHARACTERS = 0x0037,
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CMSG_CHAR_DELETE = 0x0038,
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SMSG_AUTH_SRP6_RESPONSE = 0x0039,
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SMSG_CREATE_CHAR = 0x003A,
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SMSG_CHAR_CREATE = 0x003A,
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SMSG_ENUM_CHARACTERS_RESULT = 0x003B,
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SMSG_DELETE_CHAR = 0x003C,
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CMSG_PLAYER_LOGIN = 0x003D,
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@ -19,7 +19,7 @@ int32_t RealmConnection::MessageHandler(void* param, NETMESSAGE msgId, uint32_t
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break;
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}
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case SMSG_CREATE_CHAR: {
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case SMSG_CHAR_CREATE: {
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// TODO
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break;
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}
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@ -91,7 +91,7 @@ RealmConnection::RealmConnection(RealmResponse* realmResponse) {
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this->SetMessageHandler(SMSG_AUTH_RESPONSE, &RealmConnection::MessageHandler, this);
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this->SetMessageHandler(SMSG_ADDON_INFO, &RealmConnection::MessageHandler, this);
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this->SetMessageHandler(SMSG_ENUM_CHARACTERS_RESULT, &RealmConnection::MessageHandler, this);
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this->SetMessageHandler(SMSG_CREATE_CHAR, &RealmConnection::MessageHandler, this);
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this->SetMessageHandler(SMSG_CHAR_CREATE, &RealmConnection::MessageHandler, this);
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this->SetMessageHandler(SMSG_CHARACTER_LOGIN_FAILED, &RealmConnection::MessageHandler, this);
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this->SetMessageHandler(SMSG_LOGOUT_COMPLETE, &RealmConnection::MessageHandler, this);
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this->SetMessageHandler(SMSG_LOGOUT_CANCEL_ACK, &RealmConnection::MessageHandler, this);
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103
src/ui/simple/CSimpleCamera.cpp
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103
src/ui/simple/CSimpleCamera.cpp
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@ -0,0 +1,103 @@
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#include "ui/simple/CSimpleCamera.hpp"
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#include <tempest/Math.hpp>
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namespace {
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void FaceDirection(const C3Vector& direction, C3Vector& xPrime, C3Vector& yPrime, C3Vector& zPrime) {
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STORM_ASSERT(CMath::fnotequal(direction.SquaredMag(), 0.0f));
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// Forward
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xPrime = direction;
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// Right
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if (CMath::fequal(xPrime.SquaredMag(), 0.0f)) {
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yPrime.x = 1.0f;
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yPrime.y = 0.0f;
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yPrime.z = 0.0f;
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} else {
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yPrime.x = -xPrime.y;
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yPrime.y = xPrime.x;
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yPrime.z = 0.0f;
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CMath::normalize(yPrime.x, yPrime.y);
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}
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// Up (Forward cross Right)
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zPrime = C3Vector::Cross(xPrime, yPrime);
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}
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void BuildBillboardMatrix(const C3Vector& direction, C33Matrix& rotation) {
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C3Vector xPrime = {};
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C3Vector yPrime = {};
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C3Vector zPrime = {};
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FaceDirection(direction, xPrime, yPrime, zPrime);
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// Forward
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rotation.a0 = xPrime.x;
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rotation.a1 = xPrime.y;
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rotation.a2 = xPrime.z;
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// Right
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rotation.b0 = yPrime.x;
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rotation.b1 = yPrime.y;
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rotation.b2 = yPrime.z;
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// Up
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rotation.c0 = zPrime.x;
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rotation.c1 = zPrime.y;
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rotation.c2 = zPrime.z;
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}
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}
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CSimpleCamera::CSimpleCamera(float nearZ, float farZ, float fov) {
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this->float10 = 0.0f;
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this->m_nearZ = nearZ;
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this->m_farZ = farZ;
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this->m_fov = fov;
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this->m_aspect = 1.0f;
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this->SetFacing(0.0f, 0.0f, 0.0f);
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}
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float CSimpleCamera::FOV() {
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return this->m_fov;
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}
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C3Vector CSimpleCamera::Forward() const {
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return { this->m_facing.a0, this->m_facing.a1, this->m_facing.a2 };
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}
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C3Vector CSimpleCamera::Right() const {
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return { this->m_facing.b0, this->m_facing.b1, this->m_facing.b2 };
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}
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void CSimpleCamera::SetFacing(const C3Vector& forward) {
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BuildBillboardMatrix(forward, this->m_facing);
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}
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void CSimpleCamera::SetFacing(const C3Vector& forward, const C3Vector& up) {
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// TODO
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}
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void CSimpleCamera::SetFacing(float yaw, float pitch, float roll) {
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this->m_facing.FromEulerAnglesZYX(yaw, pitch, roll);
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}
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void CSimpleCamera::SetFarZ(float farZ) {
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this->m_farZ = farZ;
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}
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void CSimpleCamera::SetFieldOfView(float fov) {
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this->m_fov = fov;
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}
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void CSimpleCamera::SetNearZ(float nearZ) {
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this->m_nearZ = nearZ;
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}
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C3Vector CSimpleCamera::Up() const {
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return { this->m_facing.c0, this->m_facing.c1, this->m_facing.c2 };
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}
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35
src/ui/simple/CSimpleCamera.hpp
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35
src/ui/simple/CSimpleCamera.hpp
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@ -0,0 +1,35 @@
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#ifndef UI_SIMPLE_C_SIMPLE_CAMERA_HPP
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#define UI_SIMPLE_C_SIMPLE_CAMERA_HPP
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#include <tempest/Matrix.hpp>
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#include <tempest/Vector.hpp>
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class CSimpleCamera {
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public:
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// Virtual public member functions
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virtual float FOV();
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virtual C3Vector Forward() const;
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virtual C3Vector Right() const;
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virtual C3Vector Up() const;
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// Public member functions
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CSimpleCamera(float nearZ, float farZ, float fov);
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void SetFacing(const C3Vector& forward);
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void SetFacing(const C3Vector& forward, const C3Vector& up);
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void SetFacing(float yaw, float pitch, float roll);
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void SetFarZ(float farZ);
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void SetFieldOfView(float fov);
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void SetNearZ(float nearZ);
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protected:
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// Protected member variables
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C3Vector m_position;
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float float10;
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C33Matrix m_facing;
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float m_nearZ;
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float m_farZ;
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float m_fov;
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float m_aspect;
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};
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#endif
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