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//-----------------------------------------------------------------------------
// Name: cameraobject.h
// Developer: Wolfire Games LLC
// Author: David Rosen
// Description: The camera object is an entity representing the camera (viewer)
// License: Read below
//-----------------------------------------------------------------------------
//
// Copyright 2022 Wolfire Games LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
//-----------------------------------------------------------------------------
#pragma once
#include <Scripting/angelscript/asmodule.h>
#include <Scripting/angelscript/asarglist.h>
#include <Scripting/angelscript/ascontext.h>
#include <Objects/object.h>
//-----------------------------------------------------------------------------
// Class Definition
//-----------------------------------------------------------------------------
class ASContext;
class ASCollisions;
class CameraObject: public Object {
public:
bool controlled;
ASContext* as_context;
ASCollisions *as_collisions;
float speed;
float rotation, rotation2;
float target_rotation, target_rotation2;
bool frozen;
vec3 velocity;
float smooth_speed;
bool ignore_mouse_input;
bool has_position_initialized;
struct {
ASFunctionHandle init;
ASFunctionHandle frame_selection;
} as_funcs;
CameraObject() {
has_position_initialized = true;
frozen=false;
speed=5;
rotation=0;
rotation2=0;
target_rotation=0;
target_rotation2=0;
velocity = vec3(0.0f);
smooth_speed = 0;
ignore_mouse_input = false;
as_context = NULL;
as_collisions = NULL;
controlled = false;
permission_flags = 0;
exclude_from_undo = true;
}
virtual ~CameraObject();
virtual EntityType GetType() const {return _camera_type;}
void saveStateToFile(FILE *);
void Update(float timestep);
virtual void Reload();
void Draw();
virtual void GetDisplayName(char* buf, int buf_size);
virtual void IgnoreInput(bool val) {}
virtual void IgnoreMouseInput(bool val) {}
bool Initialize();
vec3 GetMouseRay();
void FrameSelection(bool v);
};
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