forked from metin2/client
convert comments in h files to utf8
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@ -51,8 +51,8 @@ class CCamera
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void SetResistance(float fResistance);
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private:
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const CCamera & operator = (const CCamera &) ; // <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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CCamera (const CCamera & ) ; //<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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const CCamera & operator = (const CCamera &) ; // 지원하지 않음
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CCamera (const CCamera & ) ; //지원하지 않음
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// Camera Update
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eCameraState m_eCameraState;
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@ -85,14 +85,14 @@ class CCamera
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D3DXMATRIX m_matInverseView;
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D3DXMATRIX m_matBillboard; // Special matrix for billboarding effects
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//<EFBFBD>߰<EFBFBD><EFBFBD><EFBFBD>
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//추가분
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float m_fPitch;
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float m_fRoll;
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float m_fDistance;
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// ī<EFBFBD><EFBFBD> AI<41><49> <20><><EFBFBD><EFBFBD> Ray <EFBFBD><EFBFBD>
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// 카메라 AI를 위한 Ray 들
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// ī<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ѷ<EFBFBD><D1B7><EFBFBD> Ray
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// 카메라를 둘러싼 Ray
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CRay m_kCameraBottomToTerrainRay;
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CRay m_kCameraFrontToTerrainRay;
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CRay m_kCameraBackToTerrainRay;
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@ -124,14 +124,14 @@ class CCamera
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bool m_bDrag;
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// protected:
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// <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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// 물리
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D3DXVECTOR3 m_v3AngularAcceleration;
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D3DXVECTOR3 m_v3AngularVelocity;
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float m_fResistance;
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public:
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//////////////////////////////////////////////////////////////////////////
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// <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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// 물리
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//////////////////////////////////////////////////////////////////////////
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void SetAngularAcceleration(D3DXVECTOR3 v3AngularAcceleration) { m_v3AngularAcceleration = v3AngularAcceleration; }
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@ -185,7 +185,7 @@ class CCamera
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float GetRoll() const { return m_fRoll; }
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float GetDistance() const { return m_fDistance; }
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void Pitch(const float fPitchDelta); //<EFBFBD><EFBFBD><EFBFBD>ư<EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ִ´<D6B4>.
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void Pitch(const float fPitchDelta); //돌아가는 각도를 넣는다.
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void Roll(const float fRollDelta);
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void SetDistance(const float fdistance);
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@ -193,35 +193,35 @@ class CCamera
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// camera movement
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//////////////////////////////////////////////////////////////////////////
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// <EFBFBD><EFBFBD><EFBFBD>״<EFBFBD><EFBFBD><EFBFBD> <20>̵<EFBFBD>... ī<><EFBFBD> <20><>ġ<EFBFBD><C4A1> Ÿ<><C5B8> <20><>ġ<EFBFBD><C4A1> <20><><EFBFBD><EFBFBD> <20><EFBFBD><DEB6><EFBFBD><EFBFBD><EFBFBD>.
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// 말그대로 이동... 카메라 위치와 타겟 위치가 모두 달라진다.
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void Move(const D3DXVECTOR3 & v3Displacement);
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// <EFBFBD><EFBFBD>.. ī<EFBFBD><EFBFBD> <20><>ġ<EFBFBD><C4A1> <20>̵<EFBFBD>.. Ÿ<><C5B8> <20><>ġ<EFBFBD><C4A1> <20><><EFBFBD><EFBFBD>...
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// 줌.. 카메라 위치만 이동.. 타겟 위치는 고정...
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void Zoom(float fRatio);
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// <EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>̵<EFBFBD>.. Ÿ<><C5B8><EFBFBD><EFBFBD>ġ<EFBFBD><C4A1> <20><EFBFBD><DEB6><EFBFBD><EFBFBD>Ƿ<EFBFBD> <20>ܰ<EFBFBD><DCB0><EFBFBD> <20>ٸ<EFBFBD><D9B8><EFBFBD>...
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// 뷰 방향으로 이동.. 타겟위치가 달라지므로 줌과는 다르다...
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void MoveAlongView(float fDistance);
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// ī<EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>̵<EFBFBD>..
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// 카메라 옆 방향으로 이동..
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void MoveAlongCross(float fDistance);
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// ī<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>̵<EFBFBD>...
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// 카메라 업벡터 방향으로 이동...
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void MoveAlongUp(float fDistance);
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// ī<EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>̵<EFBFBD>... MoveAlongCross<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>..
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// 카메라 옆 방향으로 이동... MoveAlongCross과 동일..
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void MoveLateral(float fDistance);
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// <EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Z <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> XY<58><59><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>̵<EFBFBD>..
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// 뷰 방향의 Z 성분을 무시한 XY평면 방향으로 이동..
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void MoveFront(float fDistance);
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// Z<EFBFBD><EFBFBD><EFBFBD><EFBFBD>(<28><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>)<29><><EFBFBD><EFBFBD> <20>̵<EFBFBD>...
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// Z방향(연직 방향)으로 이동...
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void MoveVertical(float fDistance);
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// //ī<EFBFBD><EFBFBD> <20><>ġ<EFBFBD><C4A1> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ű<EFBFBD><C5B0> <20>Ӹ<EFBFBD><D3B8><EFBFBD> <20><><EFBFBD><EFBFBD>. Ÿ<><C5B8><EFBFBD><EFBFBD> <20><EFBFBD><DEB6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>?
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// //ȸ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ƴ<EFBFBD> "<22><>(Degree)"<EFBFBD><EFBFBD> <20>ִ´<D6B4>.
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// //카메라 위치는 고정시키고 머리만 든다. 타겟이 달라지겠죠?
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// //회전각을 라디안이 아닌 "도(Degree)"로 넣는다.
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// void RotateUpper(float fDegree);
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// Ÿ<EFBFBD><EFBFBD> <20>߽<EFBFBD><DFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>. Eterlib<EFBFBD><EFBFBD> SetAroundCamera<EFBFBD><EFBFBD> <20><><EFBFBD>ɰ<EFBFBD> <20><><EFBFBD><EFBFBD>...
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// fPitchDegree<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>(0<><30>)<29>κ<EFBFBD><CEBA><EFBFBD> <20>Ʒ<EFBFBD><C6B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>...
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// fRollDegree<EFBFBD><EFBFBD> Ÿ<><C5B8> <20>߽<EFBFBD><DFBD><EFBFBD><EFBFBD><EFBFBD> <20>ð<EFBFBD><C3B0><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>...
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// 타겟 중심으로 돈다. Eterlib의 SetAroundCamera의 기능과 유사...
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// fPitchDegree는 수평(0도)로부터 아랫쪽으로 꺽어지는 각도...
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// fRollDegree는 타겟 중심으로 시계방향으로 도는 각도...
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void RotateEyeAroundTarget(float fPitchDegree, float fRollDegree);
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// <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>߽<EFBFBD><DFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD> <20>߽<EFBFBD><DFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>. Ÿ<><C5B8> <20><><EFBFBD><EFBFBD> <20><EFBFBD><DEB6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>?
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// 도는 중심점을 따로 지정 그 점을 중심으로 돈다. 타겟 점도 달라지겠죠?
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void RotateEyeAroundPoint(const D3DXVECTOR3 & v3Point, float fPitchDegree, float fRollDegree);
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protected:
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