1 | #ifndef __CAMERA_H
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2 | #define __CAMERA_H
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3 |
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4 | #include "Vector3.h"
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5 | #include "AxisAlignedBox3.h"
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6 | #include "Plane3.h"
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7 |
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8 |
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9 | namespace CHCDemoEngine
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10 | {
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11 |
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12 | class Matrix4x4;
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13 | class Polyhedron;
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14 |
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15 |
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16 | /** Class representing a frustum.
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17 | */
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18 | class Frustum
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19 | {
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20 | friend class Camera;
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21 |
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22 | public:
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23 |
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24 | Frustum() {};
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25 |
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26 | Frustum(const Matrix4x4 &trafo);
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27 |
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28 | enum { LEFT_PLANE, RIGHT_PLANE, BOTTOM_PLANE, TOP_PLANE, NEAR_PLANE, FAR_PLANE};
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29 |
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30 | /** Resizes the current frustum so that it fully encloses the given polyhedron
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31 | */
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32 | void EnclosePolyhedron(const Polyhedron &polyhedron);
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33 |
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34 | void ExtractTransformation(Matrix4x4 &m) const;
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35 |
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36 |
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37 | /// the 6 clip planes
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38 | Plane3 mClipPlanes[6];
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39 | };
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40 |
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41 |
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42 | /** Classs representing a camera.
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43 | */
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44 | class Camera
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45 | {
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46 | public:
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47 | /** Default constructor.
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48 | */
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49 | Camera();
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50 | /** Sets the current camera position.
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51 | */
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52 | void SetPosition(const Vector3 &pos);
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53 | /** See set.
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54 | */
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55 | inline Vector3 GetPosition() const { return mPosition; }
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56 | /** Returns view direction.
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57 | */
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58 | Vector3 GetDirection() const;
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59 | /** Returns up vector.
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60 | */
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61 | Vector3 GetUpVector() const;
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62 | /** Returns right vector.
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63 | */
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64 | Vector3 GetRightVector() const;
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65 |
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66 | Vector3 GetBaseDirection() const;
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67 | Vector3 GetBaseUpVector() const;
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68 | Vector3 GetBaseRightVector() const;
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69 | /** Sets up viewing matrices in for opengl rendering
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70 | */
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71 | void SetupCameraView();
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72 | /** Returns the current projection matrix.
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73 | */
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74 | void GetProjectionMatrix(Matrix4x4 &mat) const;
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75 | /** Returns the current model view matrix.
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76 | */
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77 | void GetModelViewMatrix(Matrix4x4 &mat) const;
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78 | /** Returns the view orientation (the model view matrix without the translation)
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79 | */
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80 | void GetViewOrientationMatrix(Matrix4x4 &mat) const;
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81 | /** Returns the near plane.
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82 | */
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83 | inline float GetNear() const { return mNear; }
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84 | /** Returns the far plane.
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85 | */
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86 | inline float GetFar() const { return mFar; }
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87 | /** Sets the near plane
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88 | */
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89 | void SetNear(float nearDist);
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90 | /** Sets the far plane.
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91 | */
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92 | void SetFar(float farDist);
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93 | /** Set yaw (rotation around vertical axis.
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94 | */
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95 | void Yaw(float angle);
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96 | /** Set pitch.
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97 | */
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98 | void Pitch(float angle);
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99 | /** Returns pitch.
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100 | */
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101 | float GetPitch() const { return mPitch; }
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102 | /** Returns yaw.
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103 | */
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104 | float GetYaw() const { return mYaw; }
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105 | /** Resets pitch and yaw.
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106 | */
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107 | void ResetPitchAndYaw() { mPitch = 0; mYaw = 0; }
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108 | /** Sets the view direction.
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109 | */
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110 | void SetDirection(const Vector3 &direction);
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111 | /** Sets up projection matrix in OpenGl.
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112 | */
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113 | void SetupProjection();
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114 | /** Sets up view + projection matrix in OpenGl.
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115 | */
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116 | void SetupViewProjection();
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117 | /** Calculates a frustum from the projection and the modelview matrix.
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118 | */
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119 | void CalcFrustum(Frustum &frustum);
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120 |
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121 | protected:
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122 |
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123 | virtual void UpdateProjectionMatrix() = 0;
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124 |
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125 | void Precompute(const Vector3 &direction);
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126 |
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127 | void CalculateFromPitchAndYaw();
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128 |
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129 |
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130 | ////////////////
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131 | //-- members
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132 |
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133 | float mNear;
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134 | float mFar;
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135 |
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136 | Matrix4x4 mBaseOrientation;
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137 | Matrix4x4 mViewOrientation;
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138 |
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139 | Matrix4x4 mProjection;
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140 |
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141 | float mPitch;
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142 | float mYaw;
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143 |
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144 | Vector3 mPosition;
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145 | };
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146 |
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147 |
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148 | /** Classs representing a perspective camera.
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149 | */
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150 | class PerspectiveCamera: public Camera
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151 | {
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152 | friend class ShadowMap;
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153 |
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154 | public:
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155 | /** Default constructor.
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156 | */
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157 | PerspectiveCamera();
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158 | /** Camera taking the image width and height and the field of view.
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159 | */
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160 | PerspectiveCamera(float aspect, float fieldOfView = 90.f);
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161 | /** Returns the field of view.
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162 | */
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163 | inline float GetFov() const { return mFOVy; }
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164 | /** Returns the aspect ratio.
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165 | */
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166 | inline float GetAspect() const { return mAspect; }
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167 | /** Computes the extremal points of this frustum.
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168 | If farthestVisibleDistance is nearer than the far plane,
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169 | it is used to define the far plane instead.
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170 | */
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171 | void ComputePoints(Vector3 &ftl, Vector3 &ftr, Vector3 &fbl, Vector3 &fbr,
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172 | Vector3 &ntl, Vector3 &ntr, Vector3 &nbl, Vector3 &nbr,
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173 | float farthestVisibleDistance = 1e25f) const;
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174 | /** Returns frustum as polyhedron.
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175 | */
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176 | Polyhedron *ComputeFrustum(float farthestVisibleDistance = 1e25f) const;
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177 |
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178 |
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179 | protected:
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180 | /** Calculates the current projection matrix.
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181 | */
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182 | virtual void UpdateProjectionMatrix();
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183 |
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184 | void ComputePointsInternal(Vector3 &ftl, Vector3 &ftr, Vector3 &fbl, Vector3 &fbr,
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185 | Vector3 &ntl, Vector3 &ntr, Vector3 &nbl, Vector3 &nbr,
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186 | const Vector3 &view, const Vector3 &right, const Vector3 &up,
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187 | const Vector3 &pos,
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188 | float farthestVisibleDistance = 1e25f) const;
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189 |
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190 | ////////////////
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191 | //-- members
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192 |
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193 | float mFOVy;
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194 | float mAspect;
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195 | };
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196 |
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197 |
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198 | }
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199 | #endif
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