Fixing logger and windows version - remove terminal
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76287dda46
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27 files changed
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-243
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@@ -43,7 +43,7 @@ namespace ZL
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Game* Game::s_instance = nullptr;
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void Game::onResourcesZipLoaded(unsigned /*handle*/, void* /*userData*/, const char* /*filename*/) {
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std::cout << "Resources.zip loaded successfully--0" << std::endl;
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logger() << "Resources.zip loaded successfully--0" << std::endl;
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if (s_instance) {
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s_instance->resourcesDownloadProgress = 1.0f;
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// Builds the loadSteps queue (cheap, no GL work); the actual loading
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@@ -54,7 +54,7 @@ namespace ZL
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}
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void Game::onResourcesZipError(unsigned /*handle*/, void* /*userData*/, int /*httpStatus*/) {
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std::cout << "Failed to download resources.zip" << std::endl;
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logger() << "Failed to download resources.zip" << std::endl;
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}
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void Game::onResourcesZipProgress(unsigned /*handle*/, void* /*userData*/, int percentComplete) {
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@@ -134,7 +134,7 @@ namespace ZL
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// Asynchronously download resources.zip; setupPart2() is called on completion.
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// The loading screen stays visible until the download finishes.
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s_instance = this;
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std::cout << "Load resurces step 1-" << std::endl;
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logger() << "Load resurces step 1-" << std::endl;
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emscripten_async_wget2("resources.zip", "resources.zip", "GET", nullptr, nullptr,
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onResourcesZipLoaded, onResourcesZipError, onResourcesZipProgress);
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#else
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@@ -316,7 +316,7 @@ namespace ZL
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loadSteps.push([this]() {
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try {
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menuManager.setup(gameState.inventory, CONST_ZIP_FILE);
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std::cout << "UI loaded successfully" << std::endl;
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logger() << "UI loaded successfully" << std::endl;
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}
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catch (const std::exception& e) {
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std::cerr << "Failed to load UI: " << e.what() << std::endl;
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@@ -366,10 +366,10 @@ namespace ZL
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if (audioPlayer->init()) {
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audioPlayer->setMusicVolume(100);
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audioPlayer->setSoundVolume(80);
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std::cout << "Audio initialized successfully" << std::endl;
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logger() << "Audio initialized successfully" << std::endl;
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}
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else {
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std::cout << "Audio initialization failed" << std::endl;
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logger() << "Audio initialization failed" << std::endl;
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}
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});
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@@ -480,12 +480,12 @@ namespace ZL
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nlohmann::json root;
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gameState.save(root);
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const std::string path = "start_state.json";
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std::cout << "[reset] saveInitialState called, to " << path << std::endl;
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logger() << "[reset] saveInitialState called, to " << path << std::endl;
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std::ofstream file(path);
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if (file.is_open()) {
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file << root.dump(2);
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std::cout << "[reset] Saved initial state snapshot to " << path << std::endl;
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logger() << "[reset] Saved initial state snapshot to " << path << std::endl;
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} else {
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std::cerr << "[reset] Could not open " << path << " for writing" << std::endl;
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}
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@@ -796,7 +796,7 @@ namespace ZL
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// Teleport callbacks: destination name and position come from the teleport zone data.
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auto teleportCallback = [this](const std::string& destName, const Eigen::Vector3f& destPos, float destRotY) {
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std::cout << "[TELEPORT] " << " -> " << destName << std::endl;
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logger() << "[TELEPORT] " << " -> " << destName << std::endl;
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auto it = gameState.locations.find(destName);
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if (it == gameState.locations.end()) {
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std::cerr << "[TELEPORT] Unknown destination location: " << destName << std::endl;
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@@ -903,12 +903,12 @@ namespace ZL
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void Game::createShadowMapAndProparateToLocations()
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{
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if (shadowMap) {
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std::cout << "Shadow map already exists, skipping creation" << std::endl;
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logger() << "Shadow map already exists, skipping creation" << std::endl;
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return;
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}
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shadowMap = std::make_shared<ShadowMap>(2048, 40.0f, 0.1f, 100.0f);
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shadowMap->setLightDirection(Eigen::Vector3f(-0.5f, -1.0f, -0.3f));
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std::cout << "Shadow map initialized" << std::endl;
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logger() << "Shadow map initialized" << std::endl;
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for (auto& [name, loc] : gameState.locations) {
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loc->shadowMap = shadowMap;
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@@ -1210,7 +1210,7 @@ namespace ZL
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menuManager.onOrientationChanged();
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}
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std::cout << "Window resized (Render Size): " << Environment::width << "x" << Environment::height << std::endl;
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logger() << "Window resized (Render Size): " << Environment::width << "x" << Environment::height << std::endl;
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//space.clearTextRendererCache();
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}
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@@ -1300,7 +1300,7 @@ namespace ZL
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if (Environment::zoom > zoomMax) {
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Environment::zoom = zoomMax;
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}
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std::cout << "Current zoom: " << Environment::zoom << std::endl;
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logger() << "Current zoom: " << Environment::zoom << std::endl;
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// Tutorial step3 → step4: any mouse-wheel scroll counts as "zoom gesture".
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if (gameState.tutorialStep == TutorialStep::Step3) {
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menuManager.advanceTutorialStep();
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@@ -1345,7 +1345,7 @@ namespace ZL
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currentLocation()->editor.selectInteractiveObject(event.key.keysym.sym - SDLK_0);
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} else {
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currentLocation()->switchNavigation(event.key.keysym.sym - SDLK_0);
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std::cout << "Switched to nav mesh " << (event.key.keysym.sym - SDLK_0) << std::endl;
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logger() << "Switched to nav mesh " << (event.key.keysym.sym - SDLK_0) << std::endl;
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}
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break;
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case SDLK_f:
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@@ -1376,50 +1376,50 @@ namespace ZL
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const char* modeName = (editorMode == EditorMode::Navigation) ? "Navigation"
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: (editorMode == EditorMode::InteractiveObjects) ? "InteractiveObjects"
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: "None";
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std::cout << "[EDITOR] Mode: " << modeName << std::endl;
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logger() << "[EDITOR] Mode: " << modeName << std::endl;
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}
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break;
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case SDLK_o:
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x = x + 0.05;
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std::cout << "current x: " << x << std::endl;
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logger() << "current x: " << x << std::endl;
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//y = y + 0.002;
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//currentLocation->player->hp = 200;
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//currentLocation->npcs[0]->walkSpeed += 0.01f;
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//std::cout << "Walk speed: " << currentLocation->npcs[0]->walkSpeed << std::endl;
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//logger() << "Walk speed: " << currentLocation->npcs[0]->walkSpeed << std::endl;
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break;
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case SDLK_k:
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x = x - 0.05;
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std::cout << "current x: " << x << std::endl;
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std::cout << "Player pos: " << currentLocation()->player->state.position.transpose() << std::endl;
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std::cout << "Player rotation: " << currentLocation()->player->state.facingAngle*180.0/M_PI << std::endl;
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logger() << "current x: " << x << std::endl;
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logger() << "Player pos: " << currentLocation()->player->state.position.transpose() << std::endl;
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logger() << "Player rotation: " << currentLocation()->player->state.facingAngle*180.0/M_PI << std::endl;
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//currentLocation->npcs[0]->walkSpeed -= 0.01f;
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//std::cout << "Walk speed: " << currentLocation->npcs[0]->walkSpeed << std::endl;
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//logger() << "Walk speed: " << currentLocation->npcs[0]->walkSpeed << std::endl;
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break;
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case SDLK_p:
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gameState.currentLocationName = "uni_interior";
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currentLocation()->player->state.position = Eigen::Vector3f(-0.0189243, 0, -13.4314);
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currentLocation()->player->setTarget(currentLocation()->player->state.position);
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//std::cout << "Switched to location " << ((currentLocation == locations["location1"]) ? "1" : "2") << std::endl;
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//logger() << "Switched to location " << ((currentLocation == locations["location1"]) ? "1" : "2") << std::endl;
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break;
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case SDLK_l:
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//x = x - 1;
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//std::cout << "current x: " << x << std::endl;
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std::cout << "Azimuth: " << currentLocation()->state.cameraAzimuth << std::endl;
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std::cout << "Inclination: " << currentLocation()->state.cameraInclination << std::endl;
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//logger() << "current x: " << x << std::endl;
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logger() << "Azimuth: " << currentLocation()->state.cameraAzimuth << std::endl;
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logger() << "Inclination: " << currentLocation()->state.cameraInclination << std::endl;
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break;
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case SDLK_c:
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std::cout << "SLOW-MO activated!" << std::endl;
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logger() << "SLOW-MO activated!" << std::endl;
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activateSlowMoEffect();
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break;
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case SDLK_i:
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y = y - 1;
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std::cout << "current y: " << y << std::endl;
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logger() << "current y: " << y << std::endl;
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break;
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case SDLK_b:
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@@ -1467,7 +1467,7 @@ namespace ZL
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if (event.type == SDL_KEYUP) {
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if (event.key.keysym.sym == SDLK_r) {
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std::cout << "Camera position: x=" << x << " y=" << y << " z=" << z << std::endl;
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logger() << "Camera position: x=" << x << " y=" << y << " z=" << z << std::endl;
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}
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}
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