1 | #include "common.h"
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2 | #include "Camera.h"
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3 | #include "glInterface.h"
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4 | #include "Polygon3.h"
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5 | #include "Matrix4x4.h"
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6 | #include "Polyhedron.h"
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7 |
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8 | namespace CHCDemoEngine
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9 | {
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10 |
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11 | using namespace std;
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12 |
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13 | // our coordinate system is left-handed
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14 | // we look into positive y and have the positive z axis pointing up
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15 | static const Vector3 baseDir = -Vector3::UNIT_Y();
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16 |
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17 |
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18 |
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19 | /**********************************************************/
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20 | /* class Frustum implementation */
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21 | /**********************************************************/
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22 |
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23 |
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24 | Frustum::Frustum(const Matrix4x4 &trafo)
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25 | {
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26 | //////////
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27 | //-- extract the plane equations
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28 |
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29 | for (int i = 0; i < 4; ++ i)
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30 | {
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31 | mClipPlanes[Frustum::RIGHT_PLANE][i] = trafo.x[i][3] - trafo.x[i][0];
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32 | mClipPlanes[Frustum::LEFT_PLANE][i] = trafo.x[i][3] + trafo.x[i][0];
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33 |
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34 | mClipPlanes[Frustum::BOTTOM_PLANE][i] = trafo.x[i][3] + trafo.x[i][1];
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35 | mClipPlanes[Frustum::TOP_PLANE][i] = trafo.x[i][3] - trafo.x[i][1];
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36 |
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37 | mClipPlanes[Frustum::FAR_PLANE][i] = trafo.x[i][3] - trafo.x[i][2];
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38 | mClipPlanes[Frustum::NEAR_PLANE][i] = trafo.x[i][3] + trafo.x[i][2];
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39 | }
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40 | }
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41 |
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42 |
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43 | void Frustum::EnclosePolyhedron(const Polyhedron &polyhedron)
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44 | {
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45 | VertexArray vertices;
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46 | polyhedron.CollectVertices(vertices);
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47 |
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48 | for (int i = 0; i < 6; ++ i)
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49 | {
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50 | Plane3 &plane = mClipPlanes[i];
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51 |
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52 | VertexArray::const_iterator it, it_end = vertices.end();
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53 | float minDist = 1e20;
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54 |
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55 | for (it = vertices.begin(); it != it_end; ++ it)
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56 | {
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57 | float dist = plane.Distance(*it);
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58 |
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59 | if (dist < minDist)
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60 | {
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61 | cout << "minDist: " << dist << endl;
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62 | minDist = dist;
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63 | }
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64 | }
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65 |
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66 | plane.mD += minDist;
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67 | }
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68 | }
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69 |
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70 |
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71 | void Frustum::ExtractTransformation(Matrix4x4 &m) const
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72 | {
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73 | for (int i = 0; i < 4; ++ i)
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74 | {
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75 | m.x[i][0] = (mClipPlanes[LEFT_PLANE][i] - mClipPlanes[RIGHT_PLANE][i]) * 0.5f;
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76 | m.x[i][1] = (mClipPlanes[BOTTOM_PLANE][i] - mClipPlanes[TOP_PLANE][i]) * 0.5f;
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77 | m.x[i][2] = (mClipPlanes[NEAR_PLANE][i] - mClipPlanes[FAR_PLANE][i]) * 0.5f;
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78 | m.x[i][3] = (mClipPlanes[LEFT_PLANE][i] + mClipPlanes[RIGHT_PLANE][i]) * 0.5f;
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79 | }
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80 | }
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81 |
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82 |
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83 |
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84 | /*********************************************************/
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85 | /* class Camera implementation */
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86 | /*********************************************************/
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87 |
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88 |
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89 | Camera::Camera()
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90 | {
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91 | SetPosition(Vector3(0, 0, 0));
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92 |
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93 | mPitch = mYaw = 0;
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94 | Precompute(baseDir);
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95 |
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96 | CalculateFromPitchAndYaw();
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97 | }
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98 |
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99 |
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100 | void Camera::Precompute(const Vector3 &dir)
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101 | {
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102 | Vector3 up = Vector3::UNIT_Z();
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103 |
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104 | mBaseOrientation = LookAt(Vector3::ZERO(), dir, up);
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105 | mViewOrientation = mBaseOrientation;
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106 | }
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107 |
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108 |
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109 | void Camera::SetPosition(const Vector3 &pos)
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110 | {
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111 | mPosition = pos;
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112 | }
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113 |
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114 |
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115 | void Camera::SetNear(float nearDist)
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116 | {
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117 | mNear = nearDist;
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118 | UpdateProjectionMatrix();
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119 | }
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120 |
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121 |
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122 | void Camera::SetFar(float farDist)
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123 | {
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124 | mFar = farDist;
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125 | UpdateProjectionMatrix();
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126 | }
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127 |
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128 |
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129 | void Camera::GetModelViewMatrix(Matrix4x4 &mat) const
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130 | {
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131 | mat = mViewOrientation;
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132 |
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133 | // note: left handed system => we go into positive z
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134 | mat.x[3][0] = -DotProd(GetRightVector(), mPosition);
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135 | mat.x[3][1] = -DotProd(GetUpVector(), mPosition);
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136 | mat.x[3][2] = DotProd(GetDirection(), mPosition);
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137 | }
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138 |
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139 |
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140 | void Camera::GetViewOrientationMatrix(Matrix4x4 &mat) const
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141 | {
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142 | mat = mViewOrientation;
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143 | }
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144 |
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145 |
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146 | void Camera::SetupViewProjection()
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147 | {
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148 | glMatrixMode(GL_PROJECTION);
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149 | SetupProjection();
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150 |
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151 | glMatrixMode(GL_MODELVIEW);
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152 | // set up the view matrix
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153 | SetupCameraView();
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154 | }
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155 |
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156 |
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157 | void Camera::SetupProjection()
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158 | {
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159 | Matrix4x4 m;
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160 |
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161 | GetProjectionMatrix(m);
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162 | glLoadMatrixf((float *)m.x);
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163 | }
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164 |
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165 |
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166 | void Camera::SetupCameraView()
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167 | {
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168 | Matrix4x4 m;
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169 | GetModelViewMatrix(m);
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170 |
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171 | glLoadMatrixf((float *)m.x);
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172 | }
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173 |
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174 |
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175 | void Camera::Yaw(float angle)
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176 | {
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177 | mYaw += angle;
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178 | CalculateFromPitchAndYaw();
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179 | }
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180 |
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181 |
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182 | void Camera::Pitch(float angle)
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183 | {
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184 | mPitch += angle;
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185 | CalculateFromPitchAndYaw();
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186 | }
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187 |
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188 |
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189 | void Camera::SetDirection(const Vector3 &dir)
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190 | {
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191 | Vector3 ndir = -Normalize(dir);
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192 |
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193 | mPitch = -atan2(ndir.x, ndir.y);
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194 | mYaw = atan2(ndir.z, sqrt((ndir.x * ndir.x) + (ndir.y * ndir.y)));
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195 |
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196 | CalculateFromPitchAndYaw();
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197 | }
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198 |
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199 |
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200 | void Camera::CalculateFromPitchAndYaw()
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201 | {
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202 | mViewOrientation = mBaseOrientation;
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203 |
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204 | Matrix4x4 roty = RotationYMatrix(mPitch);
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205 | Matrix4x4 rotx = RotationXMatrix(mYaw);
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206 |
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207 | mViewOrientation *= roty;
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208 | mViewOrientation *= rotx;
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209 | }
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210 |
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211 |
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212 | Vector3 Camera::GetDirection() const
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213 | {
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214 | return -Vector3(mViewOrientation.x[0][2], mViewOrientation.x[1][2], mViewOrientation.x[2][2]);
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215 | }
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216 |
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217 |
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218 | Vector3 Camera::GetUpVector() const
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219 | {
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220 | return Vector3(mViewOrientation.x[0][1], mViewOrientation.x[1][1], mViewOrientation.x[2][1]);
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221 | }
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222 |
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223 |
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224 | Vector3 Camera::GetRightVector() const
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225 | {
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226 | return Vector3(mViewOrientation.x[0][0], mViewOrientation.x[1][0], mViewOrientation.x[2][0]);
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227 | }
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228 |
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229 |
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230 | Vector3 Camera::GetBaseDirection() const
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231 | {
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232 | return -Vector3(mBaseOrientation.x[0][2], mBaseOrientation.x[1][2], mBaseOrientation.x[2][2]);
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233 | }
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234 |
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235 |
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236 | Vector3 Camera::GetBaseUpVector() const
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237 | {
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238 | return Vector3(mBaseOrientation.x[0][1], mBaseOrientation.x[1][1], mBaseOrientation.x[2][1]);
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239 | }
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240 |
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241 |
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242 | Vector3 Camera::GetBaseRightVector() const
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243 | {
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244 | return Vector3(mBaseOrientation.x[0][0], mBaseOrientation.x[1][0], mBaseOrientation.x[2][0]);
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245 | }
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246 |
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247 |
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248 | void Camera::CalcFrustum(Frustum &frustum)
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249 | {
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250 | // we grab the plane equations of the six clipplanes of the viewfrustum
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251 | Matrix4x4 matViewing, matProjectionView;
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252 |
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253 | GetModelViewMatrix(matViewing);
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254 | GetProjectionMatrix(matProjectionView);
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255 |
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256 | matProjectionView = matViewing * matProjectionView;
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257 |
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258 | frustum = Frustum(matProjectionView);
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259 |
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260 |
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261 | ////////////
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262 | //-- normalize the coefficients
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263 |
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264 | for (int i = 0; i < 6; ++ i)
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265 | {
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266 | // the clipping planes look outward the frustum,
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267 | // so distances > 0 mean that a point is outside
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268 | const float invLength = -1.0f / Magnitude(frustum.mClipPlanes[i].mNormal);
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269 |
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270 | frustum.mClipPlanes[i].mD *= invLength;
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271 | frustum.mClipPlanes[i].mNormal *= invLength;
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272 | }
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273 | }
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274 |
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275 |
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276 | void Camera::GetProjectionMatrix(Matrix4x4 &m)const
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277 | {
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278 | //glGetFloatv(GL_PROJECTION_MATRIX, (float *)m.x);
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279 | m = mProjection;
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280 | }
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281 |
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282 |
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283 |
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284 | /*********************************************************/
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285 | /* Class PerspectiveCamera implementation */
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286 | /*********************************************************/
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287 |
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288 |
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289 | PerspectiveCamera::PerspectiveCamera()
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290 | {
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291 | mFOVy = 60.0f * M_PI / 180.0f;
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292 | mAspect = 1.0f;
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293 |
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294 | UpdateProjectionMatrix();
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295 | }
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296 |
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297 |
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298 | PerspectiveCamera::PerspectiveCamera(float aspect, float fieldOfView)
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299 | {
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300 | mFOVy = fieldOfView * M_PI / 180.0f;
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301 | mAspect = aspect;
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302 |
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303 | UpdateProjectionMatrix();
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304 | }
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305 |
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306 |
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307 | Polyhedron *PerspectiveCamera::ComputeFrustum(float farthestVisibleDistance) const
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308 | {
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309 | Vector3 ftl, ftr, fbl, fbr;
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310 | Vector3 ntl, ntr, nbl, nbr;
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311 |
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312 | VertexArray sides[6];
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313 |
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314 | ComputePoints(ftl, ftr, fbl, fbr, ntl, ntr, nbl, nbr, farthestVisibleDistance);
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315 |
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316 | for (int i = 0; i < 6; ++ i)
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317 | sides[i].resize(4);
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318 |
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319 | // left, right
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320 | sides[0][0] = ftl; sides[0][1] = fbl; sides[0][2] = nbl; sides[0][3] = ntl;
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321 | sides[1][0] = fbr; sides[1][1] = ftr; sides[1][2] = ntr; sides[1][3] = nbr;
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322 | // bottom, top
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323 | sides[2][0] = fbl; sides[2][1] = fbr; sides[2][2] = nbr; sides[2][3] = nbl;
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324 | sides[3][0] = ftr; sides[3][1] = ftl; sides[3][2] = ntl; sides[3][3] = ntr;
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325 | // near, far
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326 | sides[4][0] = ntr; sides[4][1] = ntl; sides[4][2] = nbl; sides[4][3] = nbr;
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327 | sides[5][0] = ftl; sides[5][1] = ftr; sides[5][2] = fbr; sides[5][3] = fbl;
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328 |
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329 |
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330 | //////////
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331 | //-- compute polyhedron
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332 |
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333 | PolygonContainer polygons;
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334 |
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335 | for (int i = 0; i < 6; ++ i)
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336 | {
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337 | Polygon3 *poly = new Polygon3(sides[i]);
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338 | polygons.push_back(poly);
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339 | }
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340 |
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341 | return new Polyhedron(polygons);
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342 | }
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343 |
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344 |
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345 | void PerspectiveCamera::ComputePointsInternal(Vector3 &ftl, Vector3 &ftr, Vector3 &fbl, Vector3 &fbr,
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346 | Vector3 &ntl, Vector3 &ntr, Vector3 &nbl, Vector3 &nbr,
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347 | const Vector3 &view, const Vector3 &right, const Vector3 &up,
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348 | const Vector3 &pos,
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349 | float farthestVisibleDistance) const
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350 | {
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351 | const float z_near = mNear;
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352 | const float z_far = min(mFar, farthestVisibleDistance);
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353 |
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354 | const float fov = mFOVy;
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355 |
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356 | const float aspectRatio = GetAspect();
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357 |
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358 | const float h_near = tan(fov * 0.5f) * z_near;
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359 | const float w_near = h_near * aspectRatio;
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360 |
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361 | const float h_far = tan(fov * 0.5f) * z_far;
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362 | const float w_far = h_far * aspectRatio;
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363 |
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364 | const Vector3 fc = pos + view * z_far;
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365 |
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366 |
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367 | Vector3 t1, t2;
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368 |
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369 | t1 = h_far * up;
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370 | t2 = w_far * right;
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371 |
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372 | ftl = fc + t1 - t2;
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373 | ftr = fc + t1 + t2;
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374 | fbl = fc - t1 - t2;
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375 | fbr = fc - t1 + t2;
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376 |
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377 | const Vector3 nc = pos + view * z_near;
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378 |
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379 | t1 = h_near * up;
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380 | t2 = w_near * right;
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381 |
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382 | ntl = nc + t1 - t2;
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383 | ntr = nc + t1 + t2;
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384 | nbl = nc - t1 - t2;
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385 | nbr = nc - t1 + t2;
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386 | }
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387 |
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388 |
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389 | void PerspectiveCamera::UpdateProjectionMatrix()
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390 | {
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391 | mProjection = GetPerspective(mFOVy, 1.0f / mAspect, mNear, mFar);
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392 | }
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393 |
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394 |
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395 |
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396 | void PerspectiveCamera::ComputePoints(Vector3 &ftl, Vector3 &ftr, Vector3 &fbl, Vector3 &fbr,
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397 | Vector3 &ntl, Vector3 &ntr, Vector3 &nbl, Vector3 &nbr,
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398 | float farthestVisibleDistance) const
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399 | {
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400 | ComputePointsInternal(ftl, ftr, fbl, fbr,
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401 | ntl, ntr, nbl, nbr,
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402 | GetDirection(), GetRightVector(), GetUpVector(),
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403 | GetPosition(),
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404 | farthestVisibleDistance);
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405 | }
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406 |
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407 |
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408 |
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409 | /*********************************************************/
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410 | /* Class OrthoCamera implementation */
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411 | /*********************************************************/
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412 |
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413 |
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414 | OrthoCamera::OrthoCamera():
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415 | mLeft(0), mRight(1), mBottom(0), mTop(1)
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416 | {
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417 | mNear = 0; mFar = 1;
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418 | UpdateProjectionMatrix();
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419 | }
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420 |
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421 |
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422 | OrthoCamera::OrthoCamera(float l, float r, float b, float t):
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423 | mLeft(l), mRight(r), mBottom(b), mTop(t)
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424 | {
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425 | mNear = 0; mFar = 1;
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426 | UpdateProjectionMatrix();
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427 | }
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428 |
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429 |
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430 | OrthoCamera::OrthoCamera(float l, float r, float b, float t, float n, float f):
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431 | mLeft(l), mRight(r), mBottom(b), mTop(t)
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432 | {
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433 | mNear = n; mFar = f;
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434 | UpdateProjectionMatrix();
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435 | }
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436 |
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437 |
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438 | void OrthoCamera::UpdateProjectionMatrix()
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439 | {
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440 | mProjection = GetOrtho(mLeft, mRight, mBottom, mTop, mNear, mFar);
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441 | }
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442 |
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443 |
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444 | } |
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