Refactored Math::Point in CApplication, CInput, CCamera, CCloud and Event
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b36ec266f0
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498f15cc92
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@ -1040,7 +1040,7 @@ int CApplication::Run()
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m_lastTimeStamp = m_systemUtils->GetCurrentTimeStamp();
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m_curTimeStamp = m_systemUtils->GetCurrentTimeStamp();
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MoveMouse(Math::Point(0.5f, 0.5f)); // center mouse on start
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MoveMouse({ 0.5f, 0.5f }); // center mouse on start
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TimeStamp previousTimeStamp{};
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TimeStamp currentTimeStamp{};
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@ -1712,7 +1712,7 @@ MouseMode CApplication::GetMouseMode() const
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return m_mouseMode;
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}
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void CApplication::MoveMouse(Math::Point pos)
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void CApplication::MoveMouse(const glm::vec2& pos)
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{
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glm::ivec2 windowPos = m_engine->InterfaceToWindowCoords(pos);
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m_input->MouseMove(windowPos);
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@ -257,7 +257,7 @@ public:
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void SetTextInput(bool textInputEnabled, int id);
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//! Moves (warps) the mouse cursor to the specified position (in interface coords)
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void MoveMouse(Math::Point pos);
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void MoveMouse(const glm::vec2& pos);
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//! Management of debug modes (printing more info in logger)
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//@{
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@ -68,7 +68,7 @@ CInput::CInput()
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{ INPUT_SLOT_CMDLINE, "cmdline" },
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};
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m_mousePos = Math::Point();
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m_mousePos = { 0, 0 };
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m_mouseButtonsState = 0;
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std::fill_n(m_keyPresses, static_cast<std::size_t>(INPUT_SLOT_MAX), false);
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@ -227,7 +227,7 @@ void CInput::ResetKeyStates()
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m_keyPresses[i] = false;
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}
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Math::Point CInput::GetMousePos() const
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glm::vec2 CInput::GetMousePos() const
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{
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return m_mousePos;
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}
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@ -92,7 +92,7 @@ public:
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void ResetKeyStates();
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//! Returns the position of mouse cursor (in interface coords)
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Math::Point GetMousePos() const;
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glm::vec2 GetMousePos() const;
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//! Sets the default input bindings (keys and joystick axes)
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@ -140,7 +140,7 @@ private:
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//! Current position of mouse cursor
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Math::Point m_mousePos;
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glm::vec2 m_mousePos;
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//! Current state of mouse buttons (bitmask of MouseButton enum values)
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unsigned int m_mouseButtonsState;
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@ -27,9 +27,10 @@
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#include "common/key.h"
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#include "common/make_unique.h"
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#include "math/point.h"
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#include "math/vector.h"
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#include <glm/glm.hpp>
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#include <memory>
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#include <mutex>
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@ -878,7 +879,7 @@ struct Event
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//! Current position of mouse cursor in interface coords
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//! Scope: all system events
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Math::Point mousePos;
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glm::vec2 mousePos;
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//! Current state of mouse buttons: bitmask of MouseButton enum values
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//! Scope: all system events
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@ -957,7 +957,7 @@ bool CCamera::EventProcess(const Event &event)
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if ((event.mouseButtonsState & MOUSE_BUTTON_RIGHT) != 0 || (event.mouseButtonsState & MOUSE_BUTTON_MIDDLE) != 0)
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{
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Math::Point newDelta = event.mousePos - m_mousePos;
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glm::vec2 newDelta = event.mousePos - m_mousePos;
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if (m_cameraInvertX)
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newDelta.x = -newDelta.x;
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if (m_cameraInvertY)
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@ -1031,7 +1031,7 @@ bool CCamera::EventProcess(const Event &event)
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if (event.type == EVENT_FRAME && !m_freeze)
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{
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Math::Point newDelta = m_mouseDeltaEdge * m_speed * event.rTime;
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glm::vec2 newDelta = m_mouseDeltaEdge * m_speed * event.rTime;
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if (m_cameraInvertX)
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newDelta.x = -newDelta.x;
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if (m_cameraInvertY)
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@ -361,11 +361,11 @@ protected:
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float m_visitDirectionV;
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//! Last known mouse position, used to calculate change since last frame
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Math::Point m_mousePos = Math::Point(0.5f, 0.5f);
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glm::vec2 m_mousePos = { 0.5f, 0.5f };
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//! Change of mouse position since last frame
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Math::Point m_mouseDelta = Math::Point(0.0f, 0.0f);
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glm::vec2 m_mouseDelta = { 0.0f, 0.0f };
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//! Change of camera position caused by edge camera
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Math::Point m_mouseDeltaEdge = Math::Point(0.0f, 0.0f);
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glm::vec2 m_mouseDeltaEdge = { 0.0f, 0.0f };
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//! Change of mouse wheel since last frame
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float m_mouseWheelDelta = 0.0f;
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@ -77,7 +77,7 @@ bool CCloud::EventFrame(const Event &event)
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}
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void CCloud::AdjustLevel(Math::Vector& pos, Math::Vector& eye, float deep,
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Math::Point& uv1, Math::Point& uv2)
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glm::vec2& uv1, glm::vec2& uv2)
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{
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uv1.x = (pos.x+20000.0f)/1280.0f;
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uv1.y = (pos.z+20000.0f)/1280.0f;
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@ -146,7 +146,7 @@ void CCloud::Draw()
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int vertexIndex = 0;
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Math::Vector p;
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Math::Point uv1, uv2;
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glm::vec2 uv1, uv2;
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p.x = pos.x-size;
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p.z = pos.z+size;
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@ -83,7 +83,7 @@ protected:
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bool EventFrame(const Event &event);
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//! Adjusts the position to normal, to imitate the clouds at movement
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void AdjustLevel(Math::Vector& pos, Math::Vector& eye, float deep,
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Math::Point& uv1, Math::Point& uv2);
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glm::vec2& uv1, glm::vec2& uv2);
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//! Updates the positions, relative to the ground
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void CreateLine(int x, int y, int len);
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@ -97,7 +97,7 @@ protected:
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//! Texture
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std::string m_fileName;
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//! Feedrate (wind)
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Math::Point m_speed;
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glm::vec2 m_speed;
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//! Diffuse color
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Color m_diffuse;
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//! Ambient color
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