1 | #ifndef _TerrainFrameListener_H__
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2 | #define _TerrainFrameListener_H__
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3 |
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4 | #include "CEGUIForwardRefs.h"
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5 | #include <Ogre.h>
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6 | #include <OgreKeyEvent.h>
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7 | #include <OgreEventListeners.h>
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8 | #include <OgreStringConverter.h>
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9 | #include <OgreException.h>
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10 | #include "VisibilityEnvironment.h"
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11 | #include "VisibilityManager.h"
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12 | #include "OgreTerrainContentGenerator.h"
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13 | #include "OgrePlatformQueryManager.h"
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14 |
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15 | using namespace Ogre;
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16 |
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17 | // z order index of visualizaion viewport
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18 | #define VIZ_VIEWPORT_Z_ORDER 10
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19 |
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20 |
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21 | /** Mouse query listener for terrain
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22 | */
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23 | class TerrainFrameListener: public FrameListener, public MouseListener, public MouseMotionListener, public KeyListener
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24 | {
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25 | public:
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26 |
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27 | TerrainFrameListener(RenderWindow* win, Camera* cam, SceneManager *sceneManager,
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28 | CEGUI::Renderer *renderer, TerrainContentGenerator *contentGenerator, Camera *vizCamera,
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29 | SceneNode *camNode, Light *sunLight);
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30 |
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31 | ~TerrainFrameListener();
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32 |
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33 |
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34 | bool frameStarted(const FrameEvent& evt);
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35 | bool frameEnded(const FrameEvent& evt);
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36 | //bool processUnbufferedKeyInput(const FrameEvent& evt);
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37 |
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38 |
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39 | /* MouseListener callbacks. */
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40 | virtual void mouseClicked(MouseEvent* e) { }
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41 | virtual void mouseEntered(MouseEvent* e) { }
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42 | virtual void mouseExited(MouseEvent* e) { }
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43 |
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44 | // This is when the mouse button goes DOWN.
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45 | virtual void mousePressed(MouseEvent* e);
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46 |
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47 | // This is when the mouse button is let UP.
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48 | virtual void mouseReleased(MouseEvent* e);
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49 |
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50 | /* MouseMotionListener callbacks */
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51 | virtual void mouseMoved (MouseEvent *e);
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52 |
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53 | // This is when the mouse is clicked, held and dragged.
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54 | virtual void mouseDragged (MouseEvent *e);
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55 |
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56 | void keyPressed(KeyEvent* e);
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57 |
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58 | void keyReleased(KeyEvent* e);
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59 | void keyClicked(KeyEvent* e);
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60 |
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61 | /** The information about camera position and orienation per frame */
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62 | typedef struct
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63 | {
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64 | Vector3 position;
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65 | Quaternion orientation;
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66 | Real timeElapsed;
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67 | } frame_info;
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68 |
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69 | enum {WALKTHROUGH, REPLAY, STATE_NUM};
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70 |
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71 | // visualization modes for scene nodes
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72 | enum {NODEVIZ_NONE, NODEVIZ_RENDER_NODES, NODEVIZ_RENDER_NODES_AND_CONTENT, NODEVIZ_MODES_NUM};
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73 | //enum {NODEVIZ_NONE, NODEVIZ_RENDER_GEOMETRY, NODEVIZ_MODES_NUM};
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74 |
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75 | void zoomVizCamera(int zoom);
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76 |
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77 | void addFrameInfo(SceneNode *camNode, Real timeElapsed);
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78 | void setCurrentFrameInfo(Real timeElapsed);
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79 |
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80 | void setAlgorithm(int algorithm);
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81 |
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82 | void moveCamera();
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83 |
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84 | void writeFrames();
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85 | void loadFrames();
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86 |
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87 |
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88 | // Constructor takes a RenderWindow because it uses that to determine input context
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89 | //ExampleFrameListener(RenderWindow* win, Camera* cam, bool useBufferedInputKeys = false, bool useBufferedInputMouse = false)
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90 |
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91 | bool processUnbufferedKeyInput(const FrameEvent& evt);
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92 | bool processUnbufferedMouseInput(const FrameEvent& evt);
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93 |
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94 | void showStats(bool show);
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95 |
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96 | void updateStats();
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97 |
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98 | void toggleShowHelp();
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99 | void toggleShowStats();
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100 |
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101 | void toggleShowShadows();
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102 | void toggleDisplayCameraDetails();
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103 | void takeScreenShot();
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104 | void nextSceneDetailLevel();
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105 | void nextFilter();
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106 | void nextAlgorithm();
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107 | void nextNodeVizMode();
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108 | void nextAppState();
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109 | void changeThreshold(int incr);
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110 | void changeAssumedVisibility(int incr);
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111 | void toggleTestGeometryForVisibleLeaves();
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112 | void toggleShowOctree();
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113 | void toggleUseDepthPass();
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114 | void toggleShowViz();
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115 | void toggleRecord();
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116 |
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117 | /** Applies visibility query. Collects the visible objects
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118 | and their visibility information.
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119 | @param fromPoint if query should be from point or from camera
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120 | @param relativeVisibility if query should return number of visible pixels or
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121 | the ratio visible / projected pixels.
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122 | @param useItemBuffer if item buffer should be used or occlusion queries
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123 | */
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124 | void ApplyVisibilityQuery(bool fromPoint, bool relativeVisibility, bool useItemBuffer);
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125 |
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126 | void toggleShowQueryStats();
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127 |
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128 | protected:
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129 |
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130 | void resetStats();
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131 |
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132 | /** Clamp camera to terrain.
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133 | */
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134 | void Clamp2Terrain();
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135 |
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136 | SceneManager *mSceneMgr; // A pointer to the scene manager
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137 |
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138 | CEGUI::Renderer *mGUIRenderer; // cegui renderer
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139 |
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140 | int mCurrentAlgorithm;
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141 | int mVisibilityThreshold;
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142 | int mAssumedVisibility;
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143 | // the current frame number
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144 | int mCurrentFrame;
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145 | // the current application state
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146 | int mAppState;
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147 | // The number of objects on the screen
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148 | int mObjectCount;
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149 | // visualization mode
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150 | int mNodeVizMode;
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151 |
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152 | SceneNode *mCurrentObject; // the newly created object
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153 |
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154 | OverlayElement *mAlgorithmInfo;
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155 | OverlayElement *mThresholdInfo;
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156 | OverlayElement *mAssumedVisibilityInfo;
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157 | OverlayElement *mFrustumCulledNodesInfo;
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158 | OverlayElement *mQueryCulledNodesInfo;
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159 | OverlayElement *mTraversedNodesInfo;
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160 | OverlayElement *mHierarchyNodesInfo;
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161 | OverlayElement *mTestGeometryForVisibleLeavesInfo;
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162 | OverlayElement *mUseDepthPassInfo;
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163 | OverlayElement *mRenderedNodesInfo;
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164 | OverlayElement *mObjectsInfo;
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165 | OverlayElement *mQueriesIssuedInfo;
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166 | OverlayElement *mDelayedQueriesIssuedInfo;
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167 | OverlayElement *mDelayedTraversedNodesInfo;
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168 |
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169 | OverlayElement *mQueryTypeInfo;
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170 | OverlayElement *mQueryVisibleNodesInfo;
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171 | OverlayElement *mQueryVisibleGeometryInfo;
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172 | OverlayElement *mQueryVisiblityInfo;
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173 | OverlayElement *mQueryNodeVisibilityInfo;
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174 | OverlayElement *mQueryGeometryVisibilityInfo;
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175 |
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176 | RayQueryExecutor *mRayQueryExecutor;
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177 | TerrainContentGenerator *mTerrainContentGenerator;
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178 |
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179 | bool mTestGeometryForVisibleLeaves;
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180 | bool mShowOctree;
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181 | bool mUseDepthPass;
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182 | bool mShowVisualization;
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183 | bool mCullCamera;
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184 | bool mRecord;
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185 | bool mShowShadows;
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186 | bool mVisualizeCulledNodes;
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187 | bool mShowHelp;
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188 | bool mStatsOn;
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189 | bool mLMouseDown, mRMouseDown; // True if the mouse buttons are down
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190 | bool mShutdownRequested;
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191 | bool mDisplayCameraDetails;
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192 |
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193 | Real mVizCameraHeight;
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194 |
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195 | Camera *mVizCamera;
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196 | SceneNode *mCamNode;
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197 |
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198 | //std::deque<Vector3> mWalkList; // The list of points we are walking to
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199 | std::vector<frame_info> mFrameInfo;
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200 |
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201 | Real mTimeElapsed;
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202 | //EventProcessor* mEventProcessor;
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203 | InputReader* mInputDevice;
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204 | Camera* mCamera;
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205 |
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206 | Vector3 mTranslateVector;
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207 | RenderWindow* mWindow;
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208 |
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209 | //bool mUseBufferedInputKeys, mUseBufferedInputMouse, mInputTypeSwitchingOn;
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210 | unsigned int mNumScreenShots;
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211 | int mSceneDetailIndex;
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212 | int mAniso;
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213 |
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214 | float mMoveScale;
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215 | Degree mRotScale;
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216 | // just to stop toggles flipping too fast
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217 | Real mTimeDelay;
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218 | Radian mRotX, mRotY;
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219 | TextureFilterOptions mFiltering;
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220 |
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221 | Real mMoveSpeed;
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222 | Degree mRotateSpeed;
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223 |
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224 | Overlay* mDebugOverlay;
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225 | Overlay* mHelpOverlay;
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226 | Overlay* mCullStatsOverlay;
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227 | Overlay* mQueryOverlay;
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228 |
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229 | Light *mSunLight;
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230 | GtpVisibility::VisibilityManager *mVisibilityManager;
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231 | EventProcessor* mEventProcessor;
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232 |
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233 | bool mShiftPressed;
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234 | bool mShowQueryStats;
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235 |
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236 | unsigned long mAvgFps;
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237 | unsigned long mFrameCount;
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238 | //bool mUseBufferedInputKeys, mUseBufferedInputMouse, mInputTypeSwitchingOn;
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239 | PlatformQueryManager *mQueryManager;
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240 |
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241 | float mDelayedQueriesIssued;
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242 | float mDelayedTraversedNodes;
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243 | };
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244 |
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245 |
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246 | #endif //_TerrainFrameListener_H__ |
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