mirror of
https://github.com/libretro/scummvm.git
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228 lines
6.7 KiB
C++
228 lines
6.7 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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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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#include "common/math.h"
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#include "common/config-manager.h"
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#include "engines/myst3/scene.h"
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#include "engines/myst3/gfx.h"
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#include "engines/myst3/myst3.h"
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#include "engines/myst3/node.h"
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#include "engines/myst3/state.h"
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#include "math/vector2d.h"
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namespace Myst3 {
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Scene::Scene(Myst3Engine *vm) :
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Window(),
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_vm(vm),
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_mouseSpeed(50) {
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updateMouseSpeed();
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}
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void Scene::updateCamera(Common::Point &mouse) {
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float pitch = _vm->_state->getLookAtPitch();
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float heading = _vm->_state->getLookAtHeading();
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if (!_vm->_state->getCursorLocked()) {
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float speed = 25 / (float)(200 - _mouseSpeed);
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// Adjust the speed according to the resolution
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Common::Rect screen = _vm->_gfx->viewport();
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speed *= Renderer::kOriginalHeight / (float) screen.height();
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if (ConfMan.getBool("mouse_inverted")) {
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pitch += mouse.y * speed;
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} else {
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pitch -= mouse.y * speed;
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}
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heading += mouse.x * speed;
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}
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// Keep heading within allowed values
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if (_vm->_state->isCameraLimited()) {
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float minHeading = _vm->_state->getMinHeading();
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float maxHeading = _vm->_state->getMaxHeading();
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if (minHeading < maxHeading) {
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heading = CLIP(heading, minHeading, maxHeading);
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} else {
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if (heading < minHeading && heading > maxHeading) {
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uint distToMin = (uint)ABS(heading - minHeading);
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uint distToMax = (uint)ABS(heading - maxHeading);
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if (distToMin > distToMax)
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heading = maxHeading;
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else
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heading = minHeading;
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}
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}
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}
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// Keep heading in 0..360 range
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if (heading > 360.0f)
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heading -= 360.0f;
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else if (heading < 0.0f)
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heading += 360.0f;
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// Keep pitch within allowed values
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float minPitch = _vm->_state->getCameraMinPitch();
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float maxPitch = _vm->_state->getCameraMaxPitch();
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if (_vm->_state->isCameraLimited()) {
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minPitch = _vm->_state->getMinPitch();
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maxPitch = _vm->_state->getMaxPitch();
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}
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pitch = CLIP(pitch, minPitch, maxPitch);
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_vm->_state->lookAt(pitch, heading);
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_vm->_state->setCameraPitch((int32)pitch);
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_vm->_state->setCameraHeading((int32)heading);
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}
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void Scene::drawSunspotFlare(const SunSpot &s) {
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Common::Rect frame = Common::Rect(Renderer::kOriginalWidth, Renderer::kFrameHeight);
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uint8 a = (uint8)(s.intensity * s.radius);
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uint8 r = (s.color >> 16) & 0xFF;
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uint8 g = (s.color >> 8) & 0xFF;
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uint8 b = (s.color >> 0) & 0xFF;
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_vm->_gfx->selectTargetWindow(this, false, true);
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_vm->_gfx->drawRect2D(frame, a, r, g, b);
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}
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Math::Vector3d Scene::directionToVector(float pitch, float heading) {
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Math::Vector3d v;
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float radHeading = Common::deg2rad(heading);
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float radPitch = Common::deg2rad(pitch);
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v.setValue(0, cos(radPitch) * cos(radHeading));
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v.setValue(1, sin(radPitch));
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v.setValue(2, cos(radPitch) * sin(radHeading));
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return v;
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}
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float Scene::distanceToZone(float spotHeading, float spotPitch, float spotRadius, float heading, float pitch) {
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Math::Vector3d vLookAt = directionToVector(pitch, heading);
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Math::Vector3d vSun = directionToVector(spotPitch, spotHeading);
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float dotProduct = Math::Vector3d::dotProduct(vLookAt, -vSun);
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float distance = (0.05 * spotRadius - (dotProduct + 1.0) * 90) / (0.05 * spotRadius);
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return CLIP<float>(distance, 0.0, 1.0);
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}
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void Scene::updateMouseSpeed() {
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_mouseSpeed = ConfMan.getInt("mouse_speed");
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}
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Common::Rect Scene::getPosition() const {
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Common::Rect screen = _vm->_gfx->viewport();
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Common::Rect frame;
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if (_vm->isWideScreenModEnabled()) {
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int32 viewportWidth = Renderer::kOriginalWidth;
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int32 viewportHeight;
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if (_vm->_state->getViewType() == kMenu) {
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viewportHeight = Renderer::kOriginalHeight;
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} else {
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viewportHeight = Renderer::kFrameHeight;
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}
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// Aspect ratio correction
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frame = Common::Rect(MIN<int32>(screen.width(), screen.height() * viewportWidth / viewportHeight),
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MIN<int32>(screen.height(), screen.width() * viewportHeight / viewportWidth));
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// Pillarboxing
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uint left = (screen.width() - frame.width()) / 2;
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uint top;
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if (_vm->_state->getViewType() == kMenu) {
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top = (screen.height() - frame.height()) / 2;
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} else {
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top = (screen.height() - frame.height()) * Renderer::kTopBorderHeight / (Renderer::kTopBorderHeight + Renderer::kBottomBorderHeight);
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}
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frame.translate(left, top);
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} else {
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if (_vm->_state->getViewType() != kMenu) {
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frame = Common::Rect(screen.width(), screen.height() * Renderer::kFrameHeight / Renderer::kOriginalHeight);
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frame.translate(screen.left, screen.top + screen.height() * Renderer::kTopBorderHeight / Renderer::kOriginalHeight);
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} else {
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frame = screen;
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}
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}
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return frame;
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}
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Common::Rect Scene::getOriginalPosition() const {
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Common::Rect originalPosition;
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if (_vm->_state->getViewType() != kMenu) {
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originalPosition = Common::Rect(Renderer::kOriginalWidth, Renderer::kFrameHeight);
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originalPosition.translate(0, Renderer::kTopBorderHeight);
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} else {
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originalPosition = Common::Rect(Renderer::kOriginalWidth, Renderer::kOriginalHeight);
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}
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return originalPosition;
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}
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void Scene::screenPosToDirection(const Common::Point &screen, float &pitch, float &heading) const {
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Common::Rect frame = getPosition();
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// Screen coords to window coords
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Common::Point pos = screenPosToWindowPos(screen);
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// Window coords to normalized coords
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Math::Vector4d in;
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in.x() = pos.x * 2 / (float) frame.width() - 1.0;
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in.y() = 1.0 - pos.y * 2 / (float) frame.height();
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in.z() = 1.0;
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in.w() = 1.0;
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// Normalized coords to direction
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Math::Matrix4 A = _vm->_gfx->getMvpMatrix();
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A.inverse();
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Math::Vector4d out = A.transform(in);
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Math::Vector3d direction(out.x(), out.y(), out.z());
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direction.normalize();
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// 3D coords to polar coords
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Math::Vector2d horizontalProjection = Math::Vector2d(direction.x(), direction.z());
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horizontalProjection.normalize();
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pitch = 90 - Math::Angle::arcCosine(direction.y()).getDegrees();
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heading = Math::Angle::arcCosine(horizontalProjection.getY()).getDegrees();
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if (horizontalProjection.getX() > 0.0)
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heading = 360 - heading;
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}
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} // end of namespace Myst3
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