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Use snake case for consistency (limited to this class)
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43be01e7f3
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@ -39,7 +39,7 @@ ViewManager::ViewManager(Tgl::Renderer* pRenderer, Tgl::Group* scene, const Orie
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: scene(scene), flags(c_bit1 | c_bit2 | c_bit3 | c_bit4)
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: scene(scene), flags(c_bit1 | c_bit2 | c_bit3 | c_bit4)
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{
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{
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SetPOVSource(point_of_view);
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SetPOVSource(point_of_view);
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prevRenderTime = 0.09;
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prev_render_time = 0.09;
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GetD3DRM(d3drm, pRenderer);
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GetD3DRM(d3drm, pRenderer);
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GetFrame(frame, scene);
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GetFrame(frame, scene);
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width = 0.0;
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width = 0.0;
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@ -49,7 +49,7 @@ ViewManager::ViewManager(Tgl::Renderer* pRenderer, Tgl::Group* scene, const Orie
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front = 0.0;
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front = 0.0;
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back = 0.0;
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back = 0.0;
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memset(transformedPoints, 0, sizeof(transformedPoints));
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memset(transformed_points, 0, sizeof(transformed_points));
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seconds_allowed = 1.0;
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seconds_allowed = 1.0;
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}
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}
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@ -76,8 +76,8 @@ unsigned int ViewManager::IsBoundingBoxInFrustum(const BoundingBox& p_bounding_b
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for (i = 0; i < 6; i++) {
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for (i = 0; i < 6; i++) {
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for (k = 0; k < 8; k++) {
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for (k = 0; k < 8; k++) {
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if (frustumPlanes[i][0] * und[k][0] + frustumPlanes[i][2] * und[k][2] + frustumPlanes[i][1] * und[k][1] +
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if (frustum_planes[i][0] * und[k][0] + frustum_planes[i][2] * und[k][2] + frustum_planes[i][1] * und[k][1] +
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frustumPlanes[i][3] >=
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frustum_planes[i][3] >=
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0.0f) {
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0.0f) {
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break;
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break;
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}
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}
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@ -279,7 +279,7 @@ void ViewManager::Update(float p_previousRenderTime, float)
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MxStopWatch stopWatch;
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MxStopWatch stopWatch;
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stopWatch.Start();
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stopWatch.Start();
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prevRenderTime = p_previousRenderTime;
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prev_render_time = p_previousRenderTime;
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flags |= c_bit1;
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flags |= c_bit1;
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if (flags & c_bit3) {
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if (flags & c_bit3) {
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@ -316,7 +316,7 @@ inline int ViewManager::CalculateFrustumTransformations()
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float fVar5 = fVar4 * fVar1;
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float fVar5 = fVar4 * fVar1;
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fVar4 = fVar4 * fVar2;
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fVar4 = fVar4 * fVar2;
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float* frustumVertices = (float*) this->frustumVertices;
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float* frustumVertices = (float*) this->frustum_vertices;
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// clang-format off
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// clang-format off
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*frustumVertices = fVar2; frustumVertices++;
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*frustumVertices = fVar2; frustumVertices++;
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@ -413,21 +413,21 @@ void ViewManager::UpdateViewTransformations()
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for (i = 0; i < 8; i++) {
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for (i = 0; i < 8; i++) {
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for (j = 0; j < 3; j++) {
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for (j = 0; j < 3; j++) {
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transformedPoints[i][j] = pov[3][j];
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transformed_points[i][j] = pov[3][j];
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for (k = 0; k < 3; k++) {
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for (k = 0; k < 3; k++) {
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transformedPoints[i][j] += pov[k][j] * frustumVertices[i][k];
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transformed_points[i][j] += pov[k][j] * frustum_vertices[i][k];
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}
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}
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}
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}
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}
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}
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for (i = 0; i < 6; i++) {
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for (i = 0; i < 6; i++) {
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Vector3 a(transformedPoints[g_planePointIndexMap[i * 3]]);
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Vector3 a(transformed_points[g_planePointIndexMap[i * 3]]);
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Vector3 b(transformedPoints[g_planePointIndexMap[i * 3 + 1]]);
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Vector3 b(transformed_points[g_planePointIndexMap[i * 3 + 1]]);
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Vector3 c(transformedPoints[g_planePointIndexMap[i * 3 + 2]]);
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Vector3 c(transformed_points[g_planePointIndexMap[i * 3 + 2]]);
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Mx3DPointFloat x;
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Mx3DPointFloat x;
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Mx3DPointFloat y;
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Mx3DPointFloat y;
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Vector3 normal(frustumPlanes[i]);
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Vector3 normal(frustum_planes[i]);
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x = c;
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x = c;
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((Vector3&) x).Sub(b); // TODO: Fix call
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((Vector3&) x).Sub(b); // TODO: Fix call
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@ -438,7 +438,7 @@ void ViewManager::UpdateViewTransformations()
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normal.EqualsCross(&x, &y);
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normal.EqualsCross(&x, &y);
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normal.Unitize();
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normal.Unitize();
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frustumPlanes[i][3] = -normal.Dot(&normal, &a);
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frustum_planes[i][3] = -normal.Dot(&normal, &a);
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}
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}
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flags |= c_bit4;
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flags |= c_bit4;
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@ -50,7 +50,7 @@ class ViewManager {
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CompoundObject rois; // 0x08
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CompoundObject rois; // 0x08
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RealtimeView rt_view; // 0x14
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RealtimeView rt_view; // 0x14
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ROIList visible_rois; // 0x18
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ROIList visible_rois; // 0x18
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float prevRenderTime; // 0x28
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float prev_render_time; // 0x28
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float view_area_at_one; // 0x2c
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float view_area_at_one; // 0x2c
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unsigned int flags; // 0x30
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unsigned int flags; // 0x30
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float width; // 0x34
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float width; // 0x34
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@ -59,9 +59,9 @@ class ViewManager {
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MxMatrix pov; // 0x40
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MxMatrix pov; // 0x40
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float front; // 0x88
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float front; // 0x88
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float back; // 0x8c
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float back; // 0x8c
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float frustumVertices[8][3]; // 0x90
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float frustum_vertices[8][3]; // 0x90
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float transformedPoints[8][3]; // 0xf0
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float transformed_points[8][3]; // 0xf0
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float frustumPlanes[6][4]; // 0x150
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float frustum_planes[6][4]; // 0x150
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IDirect3DRM2* d3drm; // 0x1b0
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IDirect3DRM2* d3drm; // 0x1b0
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IDirect3DRMFrame2* frame; // 0x1b4
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IDirect3DRMFrame2* frame; // 0x1b4
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float seconds_allowed; // 0x1b8
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float seconds_allowed; // 0x1b8
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