1 | #include "dxstdafx.h"
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2 | #include ".\camera.h"
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3 | #include "fmod.h"
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4 | #include "GameManager.h"
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5 |
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6 | //Camera::Camera(void) : Node() {
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7 | Camera::Camera(const float ratio) : Node() {
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8 | angle = D3DX_PI/4;
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9 | nearClipping = 0.1f;
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10 | farClipping = 1000.0f;
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11 | //ratio = 4.0f/3.0f;
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12 | this->ratio = ratio;
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13 | updateClippingPlanes();
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14 | this->setPosition(0, 50, -15);
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15 | this->setLookAtTarget(0.0f, 0.0f, 0.0f);
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16 | this->setUpVector(0.0f, 1.0f, 0.0f);
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17 | D3DXMatrixIdentity(&myViewMatrix);
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18 | this->nodeType |= Scene::NODE_CAMERA;
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19 | D3DXMatrixPerspectiveFovLH( &matProj, this->angle, this->ratio, this->nearClipping, this->farClipping );
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20 | }
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21 |
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22 | Camera::~Camera(void) {};
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23 |
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24 | void Camera::setAngle(float _angle) {
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25 | angle = _angle;
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26 | updateClippingPlanes();
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27 | }
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28 | float Camera::getAngle() {
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29 | return angle;
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30 | }
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31 |
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32 | void Camera::setNearClipping(float _nearClipping) {
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33 | nearClipping = _nearClipping;
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34 | updateClippingPlanes();
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35 | }
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36 |
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37 | float Camera::getNearClipping() {
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38 | return nearClipping;
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39 | }
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40 |
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41 | void Camera::setFarClipping(float _farClipping) {
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42 | farClipping = _farClipping;
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43 | updateClippingPlanes();
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44 | }
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45 | float Camera::getFarClipping() {
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46 | return farClipping;
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47 | }
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48 |
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49 | void Camera::setRatio(float _ratio) {
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50 | ratio = _ratio;
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51 | updateClippingPlanes();
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52 | }
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53 | float Camera::getRatio() {
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54 | return ratio;
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55 | }
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56 |
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57 | void Camera::getAbsoluteVector(Vector &pOut, Vector &pIn)
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58 | {
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59 | //D3DXVECTOR4 temp;
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60 | D3DXMATRIXA16 invViewMatrix;
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61 | D3DXMatrixInverse(&invViewMatrix, NULL, &this->myViewMatrix);
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62 | D3DXVec4Transform(&pOut, &pIn, &invViewMatrix);
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63 | //Vector v(temp.x, temp.y, temp.z);
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64 | //return v;
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65 | }
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66 |
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67 | void Camera::calcWorldMatrix(D3DXMATRIX &pMatWorld)
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68 | {
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69 | /*D3DXVECTOR4 temp;
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70 | D3DXVec4Transform(&temp, &p, &pMatWorld);
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71 | Vector v(temp.x, temp.y, temp.z);*/
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72 |
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73 | D3DXVECTOR3 tLookAt;
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74 | tLookAt.x = this->lookAtTarget.x;
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75 | tLookAt.y = this->lookAtTarget.y;
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76 | tLookAt.z = this->lookAtTarget.z;
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77 | D3DXVECTOR3 tPos;
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78 | tPos.x = this->myPosition.x;
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79 | tPos.y = this->myPosition.y;
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80 | tPos.z = this->myPosition.z;
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81 | D3DXMatrixLookAtLH(&this->myViewMatrix, &tPos, &tLookAt, &this->upVector);
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82 | this->getAbsoluteVector(this->myAbsPos, Vector(0, 0, 0));
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83 | }
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84 |
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85 | void Camera::update(float dt)
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86 | {
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87 | Vector apos = this->getAbsolutePosition();
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88 | Vector vel = apos-oldPos;
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89 | float p[3];
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90 | float v[3];
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91 | p[0] = apos.x; p[1] = apos.y; p[2] = apos.z;
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92 | vel = vel*dt;
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93 | v[0] = vel.x; v[1] = vel.y; v[2] = vel.z;
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94 |
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95 | //Vector forwardV = this->getAbsoluteVector(Vector(0, 0, 1)) - this->getAbsolutePosition();
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96 | Vector forwardV(0, 0, 1);
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97 | this->getAbsoluteDirectionVector(forwardV, forwardV);
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98 | forwardV.normalize();
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99 | Vector upV(0,1,0);
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100 | //= this->getAbsoluteVector(Vector(0, 1, 0)) - this->getAbsolutePosition();
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101 | this->getAbsoluteDirectionVector(upV, upV);
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102 | upV.normalize();
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103 | FSOUND_3D_Listener_SetAttributes(&p[0], &v[0],
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104 | forwardV.x, forwardV.y, forwardV.z,
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105 | upV.x, upV.y, upV.z);
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106 |
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107 | oldPos = apos;
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108 | }
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109 |
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110 | void Camera::setUpVector(Vector &uv)
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111 | {
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112 | this->upVector.x = uv.x;
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113 | this->upVector.y = uv.y;
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114 | this->upVector.z = uv.z;
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115 | }
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116 |
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117 | void Camera::setUpVector(float x, float y, float z)
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118 | {
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119 | this->upVector.x = x;
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120 | this->upVector.y = y;
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121 | this->upVector.z = z;
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122 | }
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123 |
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124 | D3DXMATRIX* Camera::getViewMatrix()
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125 | {
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126 | return &this->myViewMatrix;
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127 | }
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128 |
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129 | void Camera::setViewMatrix(D3DXMATRIX &_viewMat) {
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130 | this->myViewMatrix = _viewMat;
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131 | }
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132 |
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133 | void Camera::setLookAtTarget(Vector &p)
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134 | {
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135 | this->lookAtTarget = p;
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136 | }
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137 |
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138 | void Camera::setLookAtTarget(float x, float y, float z)
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139 | {
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140 | this->lookAtTarget.x = x;
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141 | this->lookAtTarget.y = y;
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142 | this->lookAtTarget.z = z;
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143 | this->lookAtTarget.w = 1;
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144 | }
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145 |
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146 | Vector Camera::getLookAtTarget() {
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147 | return this->lookAtTarget;
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148 | }
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149 |
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150 | void Camera::setupProjectionMatrix() //Setzt auch gleich in directX die ProjectionsMatrix!!!
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151 | {
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152 | D3DXMatrixPerspectiveFovLH( &matProj, this->angle, this->ratio, this->nearClipping, this->farClipping );
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153 | this->myScene->device->SetTransform( D3DTS_PROJECTION, &matProj );
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154 | this->updateProjection = false;
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155 | }
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156 |
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157 | void Camera::setProjectionMatrix(D3DXMATRIX &_projMat) {
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158 | this->matProj = _projMat;
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159 | }
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160 |
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161 | D3DXMATRIX* Camera::getProjectionMatrix()
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162 | {
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163 | return &this->matProj;
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164 | }
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165 |
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166 | /*void Camera::translate(float dx, float dy, float dz) {
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167 | //MessageBox(NULL,"Translate in Camera!", "Wuermer DEBUG",MB_OK|MB_ICONQUESTION);
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168 | pos.x -= dx;
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169 | pos.y -= dy;
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170 | pos.z -= dz;
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171 | }
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172 |
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173 | void Camera::rotate(float dalpha, float dbeta, float dgamma) {
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174 | rot.x -= dalpha;
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175 | rot.y -= dbeta;
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176 | rot.z -= dgamma;
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177 | }
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178 |
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179 | void Camera::setPosition(float x, float y, float z) {
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180 | pos.x = -x;
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181 | pos.y = -y;
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182 | pos.z = -z;
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183 | }
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184 |
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185 | void Camera::setRotation(float alpha, float beta, float gamma) {
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186 | rot.x = -alpha;
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187 | rot.y = -beta;
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188 | rot.z = -gamma;
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189 | }
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190 |
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191 | void Camera::calcTransformations() {
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192 | glPushMatrix();
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193 | glLoadIdentity();
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194 | glMultMatrixf(this->world.getValues());
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195 | for(unsigned int i=0;i<children.size();i++) {
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196 | //MessageBox(NULL,"Camera has children!", "Wuermer DEBUG",MB_OK|MB_ICONQUESTION);
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197 | children.at(i)->calcTransformations();
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198 | }
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199 | glPopMatrix();
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200 | }
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201 |
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202 | void Camera::doViewingTransformation() {
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203 | Vector axis;
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204 | float angle=0;
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205 |
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206 |
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207 | glLoadIdentity();
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208 |
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209 | //Do rotation
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210 | this->curRot = this->curRot + rot;
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211 | rotQuat.eulerToQuat(rot.x, rot.y, rot.z);
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212 | rotQuat.getAxis(axis, angle);
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213 | glRotatef(angle, axis.x, axis.y, axis.z);
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214 |
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215 | //Do translation
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216 | glTranslatef(pos.x, pos.y, pos.z);
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217 |
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218 | glMultMatrixf(this->world.getValues());
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219 |
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220 | glGetFloatv(GL_MODELVIEW_MATRIX, this->world.getValues());
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221 |
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222 | pos.x = 0;
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223 | pos.y = 0;
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224 | pos.z = 0;
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225 |
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226 | rot.x = 0;
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227 | rot.y = 0;
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228 | rot.z = 0;
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229 | }*/
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230 |
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231 | Plane Camera::getNearPlane() {
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232 | return this->transformPlane(this->pNear);
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233 | }
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234 |
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235 | Plane Camera::getFarPlane() {
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236 | return this->transformPlane(this->pFar);
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237 | }
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238 |
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239 | Plane Camera::getLeftPlane() {
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240 | return this->transformPlane(this->pLeft);
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241 | }
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242 |
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243 | Plane Camera::getRightPlane() {
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244 | return this->transformPlane(this->pRight);
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245 | }
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246 |
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247 | Plane Camera::getTopPlane() {
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248 | return this->transformPlane(this->pTop);
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249 | }
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250 |
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251 | Plane Camera::getBottomPlane() {
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252 | return this->transformPlane(this->pBottom);
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253 | }
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254 |
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255 | Plane Camera::transformPlane(Plane &plane) {
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256 | Plane temp;
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257 |
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258 | Vector tPoint;
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259 | Vector tNormal;
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260 | Vector tOrigin;
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261 | tPoint = plane.getPoint();
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262 | tNormal = plane.getNormal();
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263 |
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264 | D3DXMATRIX invMat;
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265 | D3DXMatrixInverse(&invMat, NULL, &this->myViewMatrix);
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266 |
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267 | D3DXVec4Transform(&tPoint, &tPoint, &invMat);
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268 | D3DXVec4Transform(&tNormal, &tNormal, &invMat);
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269 | D3DXVec4Transform(&tOrigin, &tOrigin, &invMat);
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270 |
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271 | tNormal = tNormal - tOrigin;
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272 | tNormal.normalize();
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273 | temp.setPoint(tPoint);
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274 | temp.setNormal(tNormal);
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275 |
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276 | return temp;
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277 | }
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278 |
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279 | Node* Camera::clone()
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280 | {
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281 | //this->myScene->manager->printToConsole("Camera.clone not implemented!");
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282 | return NULL;
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283 | }
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284 |
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285 | void Camera::updateClippingPlanes() {
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286 | this->updateProjection = true;
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287 | //TODO!!!!!
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288 | Vector tPoint;
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289 | Vector tNormal;
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290 | D3DXMATRIX tMatrix;
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291 | float tAngle;
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292 |
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293 | //near
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294 | tPoint.x = 0;
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295 | tPoint.y = 0;
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296 | tPoint.z = this->nearClipping;
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297 | tNormal.x = 0;
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298 | tNormal.y = 0;
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299 | tNormal.z = 1;
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300 | this->pNear.setPoint(tPoint);
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301 | this->pNear.setNormal(tNormal);
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302 |
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303 | //far
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304 | tPoint.x = 0;
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305 | tPoint.y = 0;
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306 | tPoint.z = this->farClipping;
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307 | tNormal.x = 0;
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308 | tNormal.y = 0;
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309 | tNormal.z = -1;
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310 | this->pFar.setPoint(tPoint);
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311 | this->pFar.setNormal(tNormal);
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312 |
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313 | //left
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314 | tPoint.x = 0;
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315 | tPoint.y = 0;
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316 | tPoint.z = 0;
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317 | tNormal.x = -1;
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318 | tNormal.y = 0;
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319 | tNormal.z = 0;
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320 |
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321 | //tAngle = this->angle*1.4/2*D3DX_PI/180;
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322 | tAngle = (float)(this->angle*1.4/2);
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323 | D3DXMatrixRotationY(&tMatrix, tAngle);
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324 | D3DXVec4Transform(&tNormal, &tNormal, &tMatrix);
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325 | this->pLeft.setPoint(tPoint);
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326 | this->pLeft.setNormal(tNormal);
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327 |
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328 | //right
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329 | tPoint.x = 0;
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330 | tPoint.y = 0;
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331 | tPoint.z = 0;
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332 | tNormal.x = 1;
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333 | tNormal.y = 0;
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334 | tNormal.z = 0;
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335 |
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336 | //tAngle = -this->angle*1.4/2*D3DX_PI/180;
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337 | tAngle = (float)(-this->angle*1.4/2);
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338 | D3DXMatrixRotationY(&tMatrix, tAngle);
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339 | D3DXVec4Transform(&tNormal, &tNormal, &tMatrix);
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340 | this->pRight.setPoint(tPoint);
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341 | this->pRight.setNormal(tNormal);
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342 |
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343 | //top
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344 | tPoint.x = 0;
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345 | tPoint.y = 0;
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346 | tPoint.z = 0;
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347 | tNormal.x = 0;
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348 | tNormal.y = -1;
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349 | tNormal.z = 0;
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350 |
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351 | tAngle = this->angle/2*D3DX_PI/180;
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352 | D3DXMatrixRotationY(&tMatrix, tAngle);
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353 | D3DXVec4Transform(&tNormal, &tNormal, &tMatrix);
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354 | this->pTop.setPoint(tPoint);
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355 | this->pTop.setNormal(tNormal);
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356 |
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357 | //bottom
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358 | tPoint.x = 0;
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359 | tPoint.y = 0;
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360 | tPoint.z = 0;
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361 | tNormal.x = 0;
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362 | tNormal.y = 1;
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363 | tNormal.z = 0;
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364 | //tMatrix.setIdentity();
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365 | tAngle = -this->angle/2*D3DX_PI/180;
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366 | //tAngle = asin(sin(tAngle)/ratio)+M_PI;
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367 | D3DXMatrixRotationY(&tMatrix, tAngle);
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368 | D3DXVec4Transform(&tNormal, &tNormal, &tMatrix);
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369 | this->pBottom.setPoint(tPoint);
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370 | this->pBottom.setNormal(tNormal);
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371 | }
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372 |
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373 | /*Vector Camera::transformCameraToWorld(Vector p) {
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374 | Vector cPos;
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375 |
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376 | cPos.x = 0; cPos.y = 0; cPos.z = 0;
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377 | cPos = this->world.transform(cPos);
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378 | p = p - curPos;
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379 |
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380 | Matrix inv = this->world.invert();
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381 | p = inv.transform(p);
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382 | return p;
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383 | }*/
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384 |
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385 | /*Vector Camera::transformCameraToWorld(float x, float y, float z) {
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386 | Vector p;
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387 | p.x = x;
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388 | p.y = y;
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389 | p.z = z;
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390 |
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391 | return this->transformCameraToWorld(p);
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392 | }*/ |
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