Updated docs and some Doxygen fixes
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@ -700,8 +700,7 @@ RECURSIVE = YES
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# Note that relative paths are relative to the directory from which doxygen is
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# run.
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EXCLUDE = "src/old" \
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"src/metafile"
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EXCLUDE = "src/CBot/tests"
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# The EXCLUDE_SYMLINKS tag can be used to select whether or not files or
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# directories that are symbolic links (a Unix file system feature) are excluded
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@ -1,4 +1,4 @@
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/**
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* \dir app
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* \dir src/app
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* Main class of the application and system functions
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*/
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@ -75,7 +75,7 @@ enum VideoQueryResult
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/**
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* \enum TrackedKeys
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* \enum TrackedKey
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* \brief Additional keys whose state (pressed/released) is tracked by CApplication
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*/
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enum TrackedKey
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@ -1,4 +1,4 @@
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/**
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* \dir common
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* \dir src/common
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* \brief Structs and utils shared throughout the application
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*/
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@ -81,7 +81,7 @@ enum WheelDirection
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};
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/**
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* \enum MouseWheelEventData
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* \struct MouseWheelEventData
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* \brief Additional data for mouse wheel event.
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*/
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struct MouseWheelEventData
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@ -95,7 +95,7 @@ enum ManagedClassType
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/**
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* \enum ManagedClassInstances
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* \struct ManagedClassInstances
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* \brief Instances of class managed by CInstanceManager
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*/
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struct ManagedClassInstances
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@ -1,5 +1,5 @@
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/**
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* \dir graphics
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* \dir src/graphics
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* \brief Graphics engine
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*/
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@ -9,4 +9,4 @@
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*
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* This namespace was created to avoid clashing with old code, but now it still serves,
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* defining a border between pure graphics engine and other parts of application.
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*/
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*/
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@ -1,4 +1 @@
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/**
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* \dir graphics/d3d
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* \brief Possible future DirectX implementation of graphics engine
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*/
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Possible future DirectX implementation of graphics engine
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@ -1,9 +1,9 @@
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/**
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* \dir graphics/engine
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* \dir src/graphics/engine
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* \brief Graphics engine
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*
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* CEngine class and various other classes implementing the main features
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* of graphics engine from model loading to decorative particles
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*
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* Graphics operations are done on abstract interface from src/graphics/core
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*/
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*/
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@ -568,7 +568,7 @@ struct EngineMouse
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*
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* It uses a lower-level CDevice object which is implementation-independent core engine.
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*
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* \section 3DScene 3D Scene
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* \section Scene 3D Scene
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*
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* The 3D scene is drawn with view coordinates set from camera position in 3D space and
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* a perspective projection matrix. The world matrix depends on the object drawn.
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@ -588,7 +588,7 @@ struct EngineMouse
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* - mouse cursor
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* - animated highlight box of the selected object(s)
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*
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* \section 2DInterface 2D Interface
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* \section Interface 2D Interface
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*
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* The 2D interface is drawn in fixed XY coordinates, independent from window size.
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* Lower-left corner of the screen is (0,0) and upper-right corner is (1,1).
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@ -601,7 +601,7 @@ struct EngineMouse
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* are instances of CControl class. The source code for these classes is in
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* src/ui directory.
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*
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* \section Objecs Engine Objects
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* \section Objects Engine Objects
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*
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* The 3D scene is composed of objects which are basically collections of triangles forming
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* a surface or simply independent triangles in space.
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@ -34,8 +34,9 @@
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namespace Gfx {
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/**
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\struct LightProgression
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\brief Describes the progression of light parameters change */
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* \struct LightProgression
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* \brief Describes the progression of light parameters change
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*/
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struct LightProgression
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{
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//! Starting value
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@ -75,11 +76,12 @@ enum LightPriority
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};
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/**
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\struct DynamicLight
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\brief Dynamic light in 3D scene
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It is an extension over standard light properties. Added are dynamic progressions for light
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colors and intensity and types of objects included/excluded in lighting. */
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* \struct DynamicLight
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* \brief Dynamic light in 3D scene
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*
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* It is an extension over standard light properties. Added are dynamic progressions for light
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* colors and intensity and types of objects included/excluded in lighting.
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*/
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struct DynamicLight
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{
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//! Whether the light is used
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@ -111,17 +113,18 @@ struct DynamicLight
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};
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/**
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\class CLightManager
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\brief Manager for dynamic lights in 3D scene
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(Old CLight class)
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The class is responsible for managing dynamic lights (struct DynamicLight) used in 3D scene.
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The dynamic lights are created, updated and deleted through the class' interface.
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Number of available lights depends on graphics device used. Class allocates vector
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for the total number of lights, but only some are used.
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*/
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* \class CLightManager
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* \brief Manager for dynamic lights in 3D scene
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*
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* The class is responsible for managing dynamic lights (struct DynamicLight) used in 3D scene.
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* The dynamic lights are created, updated and deleted through the class' interface.
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*
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* Since there is a limit on total number of lights available in OpenGL (usually up to 8), the dynamic lights
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* must be emulated by displaying only some of them. All functions normally operate only on DynamicLight structs,
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* updating the models with new values, while only one function, UpdateDeviceLights(), performs the actual
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* synchronization to the device. It allocates device's light slots as necessary, with two priority levels
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* for lights.
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*/
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class CLightManager
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{
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public:
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@ -1455,7 +1455,8 @@ bool CTerrain::AdjustToFloor(Math::Vector &pos, bool brut, bool water)
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}
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/**
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* @returns \c false if the initial coordinate was outside terrain area; \c true otherwise
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* \param pos position to adjust
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* \returns \c false if the initial coordinate was outside terrain area; \c true otherwise
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*/
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bool CTerrain::AdjustToStandardBounds(Math::Vector& pos)
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{
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@ -1492,8 +1493,9 @@ bool CTerrain::AdjustToStandardBounds(Math::Vector& pos)
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}
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/**
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* @param margin margin to the terrain border
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* @returns \c false if the initial coordinate was outside terrain area; \c true otherwise
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* \param pos position to adjust
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* \param margin margin to the terrain border
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* \returns \c false if the initial coordinate was outside terrain area; \c true otherwise
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*/
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bool CTerrain::AdjustToBounds(Math::Vector& pos, float margin)
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{
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@ -1,7 +1,7 @@
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/**
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* \dir graphics/opengl
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* \dir src/graphics/opengl
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* \brief OpenGL engine implementation
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*
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* Contains the concrete implementation using OpenGL of abstract CDevice class
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* from src/graphics/core
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*/
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*/
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@ -1,5 +1,5 @@
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/**
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* \dir math
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* \dir src/math
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* \brief Common mathematical structures and functions
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*/
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*
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* This namespace was created to avoid clashing with old code, but now it still serves,
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* defining a border between math and non-math-related code.
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*/
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*/
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@ -237,6 +237,7 @@ inline float RotateAngle(const Math::Point ¢er, const Math::Point &p1, const
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//! Loads view matrix from the given vectors
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/**
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* \param mat result matrix
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* \param from origin
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* \param at view direction
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* \param worldUp up vector
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@ -304,6 +305,7 @@ inline void LoadViewMatrix(Math::Matrix &mat, const Math::Vector &from,
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//! Loads a perspective projection matrix
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/**
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* \param mat result matrix
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* \param fov field of view in radians
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* \param aspect aspect ratio (width / height)
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* \param nearPlane distance to near cut plane
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@ -328,6 +330,7 @@ inline void LoadProjectionMatrix(Math::Matrix &mat, float fov = Math::PI / 2.0f,
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//! Loads an othogonal projection matrix
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/**
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* \param mat result matrix
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* \param left,right coordinates for left and right vertical clipping planes
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* \param bottom,top coordinates for bottom and top horizontal clipping planes
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* \param zNear,zFar distance to nearer and farther depth clipping planes
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@ -590,7 +593,7 @@ inline Math::Vector Transform(const Math::Matrix &m, const Math::Vector &p)
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//! Calculates the projection of the point \a p on a straight line \a a to \a b
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/**
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* \param point to project
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* \param p point to project
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* \param a,b two ends of the line
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*/
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inline Math::Vector Projection(const Math::Vector &a, const Math::Vector &b, const Math::Vector &p)
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@ -1,7 +1,7 @@
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/**
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* \dir object
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* \dir src/object
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* \brief Game engine
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*
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* Contains the main class of game engine - CRobotMain and the various in-game objects:
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* CObject and related auto, motion and task subclasses.
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*/
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*/
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@ -1,4 +1,4 @@
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/**
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* \dir physics
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* \dir src/physics
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* \brief Physics engine
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*/
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*/
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@ -1,4 +1,4 @@
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/**
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* \dir sound
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* \dir src/sound
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* \brief Sound module - playing sounds and music
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*/
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*/
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@ -1,4 +1,4 @@
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/**
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* \dir ui
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* \dir src/ui
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* \brief 2D user interface controls
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*/
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*/
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