Redesign of animation queue for unreal, add get_tangibles_near to drivenengine
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@@ -52,8 +52,10 @@
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#include "util.hpp"
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#include "streambuffer.hpp"
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#include "enginewrapper.hpp"
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#include "planemap.hpp"
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class DrivenEngine;
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class World;
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using UniqueDrivenEngine = std::unique_ptr<DrivenEngine>;
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using DrivenEngineMaker = UniqueDrivenEngine (*)();
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using DrivenEngineInitializer = void (*)();
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@@ -222,6 +224,14 @@ public:
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//
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void rescan_lua_source();
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// Set the world pointer and the actor ID.
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//
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// This allows the graphics engine to query the DrivenEngine
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// about the state of the world and the player. It is legal to set these
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// to zero, in which case queries will return null results.
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//
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void set_visible_world_and_actor(World *w, int64_t actor);
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// Stop the driver. The engine should call this when it's done
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// and there's nothing left to do.
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//
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@@ -270,6 +280,8 @@ public:
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double drv_get_clock() const;
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bool drv_get_rescan_lua_source() const;
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bool drv_get_stop_driver() const;
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uint64_t drv_get_actor_id() const;
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void drv_get_tangibles_near(uint64_t tanid, double rx, double ry, double rz, uint32_t *count, int64_t **ids);
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void drv_initialize(uint32_t srcpklen, const char *srcpk, int argc, char **argv);
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void drv_clear_new_outgoing();
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@@ -279,7 +291,7 @@ public:
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uint32_t drv_notify_accept(uint32_t port);
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void drv_invoke_event_update(double clock);
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void drv_set_lua_source(uint32_t srcpklen, const char *srcpk);
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private:
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// Find a currently-unused channel ID. Channel IDs
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// are small integers that are reused.
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@@ -296,6 +308,9 @@ private:
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eng::vector<uint32_t> new_outgoing_;
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util::LuaSourcePtr lua_source_;
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eng::vector<uint32_t> listen_ports_;
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World *visible_world_;
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int64_t visible_actor_id_;
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util::IdVector scan_result_;
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bool rescan_lua_source_;
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double clock_;
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bool stop_driver_;
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