Initial commit of Command & Conquer Generals and Command & Conquer Generals Zero Hour source code.
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GeneralsMD/Code/GameEngine/Source/GameClient/View.cpp
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GeneralsMD/Code/GameEngine/Source/GameClient/View.cpp
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/*
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** Command & Conquer Generals Zero Hour(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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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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**
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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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**
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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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*/
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////////////////////////////////////////////////////////////////////////////////
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// //
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// (c) 2001-2003 Electronic Arts Inc. //
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// //
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////////////////////////////////////////////////////////////////////////////////
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// View.cpp ///////////////////////////////////////////////////////////////////
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// A "view", or window, into the World
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// Author: Michael S. Booth, February 2001
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#include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
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#include "Common/GameEngine.h"
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#include "Common/Xfer.h"
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#include "GameClient/View.h"
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#include "GameClient/Drawable.h"
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UnsignedInt View::m_idNext = 1;
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// the tactical view singleton
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View *TheTacticalView = NULL;
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View::View( void )
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{
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//Added By Sadullah Nader
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//Initialization(s) inserted
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m_currentHeightAboveGround = 0.0f;
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m_defaultAngle = 0.0f;
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m_defaultPitchAngle = 0.0f;
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m_heightAboveGround = 0.0f;
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m_lockDist = 0.0f;
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m_maxHeightAboveGround = 0.0f;
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m_maxZoom = 0.0f;
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m_minHeightAboveGround = 0.0f;
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m_minZoom = 0.0f;
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m_next = NULL;
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m_okToAdjustHeight = TRUE;
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m_originX = 0;
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m_originY = 0;
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m_snapImmediate = FALSE;
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m_terrainHeightUnderCamera = 0.0f;
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m_zoom = 0.0f;
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//
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m_pos.x = 0;
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m_pos.y = 0;
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m_width = 0;
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m_height = 0;
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m_angle = 0.0f;
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m_pitchAngle = 0.0f;
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m_cameraLock = INVALID_ID;
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m_cameraLockDrawable = NULL;
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m_zoomLimited = TRUE;
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// create unique view ID
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m_id = m_idNext++;
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// default field of view
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m_FOV = 50.0f * PI/180.0f;
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m_mouseLocked = FALSE;
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m_guardBandBias.x = 0.0f;
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m_guardBandBias.y = 0.0f;
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}
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View::~View()
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{
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}
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void View::init( void )
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{
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m_width = DEFAULT_VIEW_WIDTH;
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m_height = DEFAULT_VIEW_HEIGHT;
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m_originX = DEFAULT_VIEW_ORIGIN_X;
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m_originY = DEFAULT_VIEW_ORIGIN_Y;
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m_pos.x = 0;
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m_pos.y = 0;
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m_angle = 0.0f;
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m_cameraLock = INVALID_ID;
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m_cameraLockDrawable = NULL;
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m_zoomLimited = TRUE;
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m_maxZoom = 1.3f;
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m_minZoom = 0.2f;
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m_zoom = m_maxZoom;
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m_maxHeightAboveGround = TheGlobalData->m_maxCameraHeight;
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m_minHeightAboveGround = TheGlobalData->m_minCameraHeight;
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m_okToAdjustHeight = FALSE;
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m_defaultAngle = 0.0f;
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m_defaultPitchAngle = 0.0f;
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}
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void View::reset( void )
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{
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// Only fixing the reported bug. Who knows what side effects resetting the rest could have.
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m_zoomLimited = TRUE;
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}
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/**
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* Prepend this view to the given list, return the new list.
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*/
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View *View::prependViewToList( View *list )
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{
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m_next = list;
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return this;
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}
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void View::zoomIn( void )
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{
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setHeightAboveGround(getHeightAboveGround() - 10.0f);
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}
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void View::zoomOut( void )
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{
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setHeightAboveGround(getHeightAboveGround() + 10.0f);
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}
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/**
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* Center the view on the given coordinate.
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*/
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void View::lookAt( const Coord3D *o )
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{
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/// @todo this needs to be changed to be 3D, this is still old 2D stuff
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Coord3D pos = *getPosition();
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pos.x = o->x - m_width * 0.5f;
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pos.y = o->y - m_height * 0.5f;
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setPosition(&pos);
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}
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/**
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* Shift the view by the given delta.
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*/
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void View::scrollBy( Coord2D *delta )
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{
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// update view's world position
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m_pos.x += delta->x;
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m_pos.y += delta->y;
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}
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/**
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* Rotate the view around the up axis by the given angle.
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*/
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void View::setAngle( Real angle )
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{
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m_angle = angle;
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}
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/**
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* Rotate the view around the horizontal (X) axis to the given angle.
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*/
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void View::setPitch( Real angle )
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{
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m_pitchAngle = angle;
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Real limit = PI/5.0f;
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if (m_pitchAngle < -limit)
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m_pitchAngle = -limit;
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else if (m_pitchAngle > limit)
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m_pitchAngle = limit;
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}
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/**
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* Set the view angle back to default
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*/
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void View::setAngleAndPitchToDefault( void )
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{
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m_angle = m_defaultAngle;
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m_pitchAngle = m_defaultPitchAngle;
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}
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/**
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* write the view's current location in to the view location object
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*/
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void View::getLocation( ViewLocation *location )
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{
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const Coord3D *pos = getPosition();
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location->init( pos->x, pos->y, pos->z, getAngle(), getPitch(), getZoom() );
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}
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/**
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* set the view's current location from to the view location object
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*/
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void View::setLocation( const ViewLocation *location )
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{
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if ( location->m_valid )
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{
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setPosition(&location->m_pos);
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setAngle(location->m_angle);
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setPitch(location->m_pitch);
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setZoom(location->m_zoom);
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forceRedraw();
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}
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}
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//-------------------------------------------------------------------------------------------------
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/** project the 4 corners of this view into the world and return each point as a parameter,
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the world points are at the requested Z */
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//-------------------------------------------------------------------------------------------------
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void View::getScreenCornerWorldPointsAtZ( Coord3D *topLeft, Coord3D *topRight,
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Coord3D *bottomLeft, Coord3D *bottomRight,
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Real z )
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{
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ICoord2D screenTopLeft, screenTopRight, screenBottomLeft, screenBottomRight;
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ICoord2D origin;
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Int viewWidth = getWidth();
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Int viewHeight = getHeight();
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// sanity
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if( topLeft == NULL || topRight == NULL || bottomLeft == NULL || bottomRight == NULL )
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return;
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// setup the screen coords for the 4 corners of the viewable display
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getOrigin( &origin.x, &origin.y );
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screenTopLeft.x = origin.x; // upper left
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screenTopLeft.y = origin.y; // upper left
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screenTopRight.x = origin.x + viewWidth; // upper right
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screenTopRight.y = origin.y; // upper right
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screenBottomLeft.x = origin.x + viewWidth; // lower right
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screenBottomLeft.y = origin.y + viewHeight; // lower right
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screenBottomRight.x = origin.x; // lower left
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screenBottomRight.y = origin.y + viewHeight; // lower left
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// project
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screenToWorldAtZ( &screenTopLeft, topLeft, z );
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screenToWorldAtZ( &screenTopRight, topRight, z );
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screenToWorldAtZ( &screenBottomLeft, bottomLeft, z );
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screenToWorldAtZ( &screenBottomRight, bottomRight, z );
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} // end getScreenCornerWorldPointsAtZ
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// ------------------------------------------------------------------------------------------------
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/** Xfer method for a view */
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// ------------------------------------------------------------------------------------------------
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void View::xfer( Xfer *xfer )
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{
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// version
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XferVersion currentVersion = 1;
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XferVersion version = currentVersion;
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xfer->xferVersion( &version, currentVersion );
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// camera angle
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Real angle = getAngle();
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xfer->xferReal( &angle );
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setAngle( angle );
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// view position
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Coord3D viewPos;
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getPosition( &viewPos );
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xfer->xferReal( &viewPos.x );
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xfer->xferReal( &viewPos.y );
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xfer->xferReal( &viewPos.z );
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lookAt( &viewPos );
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} // end xfer
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