292 lines
5.8 KiB
C++
292 lines
5.8 KiB
C++
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// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "std3d.h"
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#include "nel/3d/frustum.h"
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#include "nel/misc/matrix.h"
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#include <cmath>
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using namespace NLMISC;
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namespace NL3D
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{
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void CFrustum::init(float left, float right, float bottom, float top, float znear, float zfar, bool perspective)
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{
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Left= left;
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Right= right;
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Bottom= bottom;
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Top= top;
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Near= znear;
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Far= zfar;
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Perspective= perspective;
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}
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void CFrustum::init(float width, float height, float znear, float zfar, bool perspective)
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{
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init(-width/2, width/2, -height/2, height/2, znear, zfar, perspective);
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}
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void CFrustum::initPerspective(float fov, float aspectRatio, float znear, float zfar)
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{
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float w,h;
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w= 2*znear*(float)tan(fov/2);
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h= aspectRatio != 0.f ? w/aspectRatio : 0.f;
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init(w,h,znear,zfar,true);
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}
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void CFrustum::getValues(float &left, float &right, float &bottom, float &top, float &znear, float &zfar) const
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{
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left= Left;
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right= Right;
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bottom= Bottom;
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top= Top;
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znear= Near;
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zfar= Far;
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}
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// ***************************************************************************
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CVector CFrustum::project(const CVector &vec) const
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{
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CVector ret;
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float decalX, decalY;
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float w, h;
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float OOw, OOh;
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// Fast transform to openGL like axis.
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CVector pt;
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pt.x= vec.x;
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pt.y= vec.z;
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pt.z= -vec.y;
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decalX= (Right+Left);
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decalY= (Top+Bottom);
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w= Right-Left;
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h= Top-Bottom;
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OOw= 1.0f/w;
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OOh= 1.0f/h;
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// project to -1..+1.
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if(Perspective)
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{
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ret.x= (2*Near*pt.x + decalX*pt.z)*OOw;
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ret.x/= -pt.z;
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ret.y= (2*Near*pt.y + decalY*pt.z)*OOh;
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ret.y/= -pt.z;
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}
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else
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{
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ret.x= (2*pt.x-decalX)*OOw;
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ret.y= (2*pt.y-decalY)*OOh;
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}
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// Map it to 0..1.
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ret.x= 0.5f*(ret.x+1);
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ret.y= 0.5f*(ret.y+1);
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ret.z= 0;
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return ret;
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}
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// ***************************************************************************
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CVector CFrustum::projectZ(const CVector &vec) const
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{
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CVector ret;
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float decalX, decalY;
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float w, h;
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float OOw, OOh;
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// Fast transform to openGL like axis.
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CVector pt;
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pt.x= vec.x;
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pt.y= vec.z;
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pt.z= -vec.y;
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decalX= (Right+Left);
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decalY= (Top+Bottom);
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w= Right-Left;
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h= Top-Bottom;
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OOw= 1.0f/w;
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OOh= 1.0f/h;
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// project to -1..+1.
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if(Perspective)
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{
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ret.x= (2*Near*pt.x + decalX*pt.z)*OOw;
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ret.x/= -pt.z;
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ret.y= (2*Near*pt.y + decalY*pt.z)*OOh;
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ret.y/= -pt.z;
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}
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else
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{
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ret.x= (2*pt.x-decalX)*OOw;
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ret.y= (2*pt.y-decalY)*OOh;
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}
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// Map it to 0..1.
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ret.x= 0.5f*(ret.x+1);
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ret.y= 0.5f*(ret.y+1);
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ret.z= pt.z;
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return ret;
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}
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// ***************************************************************************
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CVector CFrustum::unProject(const CVector &vec) const
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{
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CVector ret;
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float decalX, decalY;
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float w, h;
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decalX= (Right+Left);
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decalY= (Top+Bottom);
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w= Right-Left;
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h= Top-Bottom;
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// vec is a vector in a left hand axis.
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CVector pt;
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pt.x= vec.x;
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pt.y= vec.y;
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pt.z= vec.z;
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// Map it to -1..1
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pt.x= 2*(pt.x-0.5f);
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pt.y= 2*(pt.y-0.5f);
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// Map Z to Near..Far.
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// Z IN is 1/Z, and is in 0..1.
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// inverse to 1..0.
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pt.z= 1-pt.z;
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// Map ret.z to 1/Far..1/Near.
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pt.z= 1/Far+(1/Near-1/Far)*pt.z;
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// Inverse, so ret.z E Near..Far.
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pt.z= 1/pt.z;
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// Actually, pt.z==w, homogenous coordinate.
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// unproject
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if(Perspective)
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{
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// w of homogenous coordinate.
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float Wh;
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float Zin;
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Wh= pt.z;
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Zin= -pt.z;
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// unproject. (Projection is: x'= x/w. y'= y/w).
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pt.x= pt.x*Wh;
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pt.y= pt.y*Wh;
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ret.x= (pt.x*w-decalX*Zin)/(2*Near);
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ret.y= (pt.y*h-decalY*Zin)/(2*Near);
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ret.z= Zin;
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}
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else
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{
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// NOT DONE YET.
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nlstop;
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/*ret.x= (pt.x*w+decalX)/2;
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ret.y= (pt.y*h+decalY)/2;
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*/
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}
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// Fast transform from openGL like axis.
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pt =ret;
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ret.x= pt.x;
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ret.y= -pt.z;
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ret.z= pt.y;
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return ret;
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}
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// ***************************************************************************
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CVector CFrustum::unProjectZ(const CVector &vec) const
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{
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CVector ret;
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float decalX, decalY;
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float w, h;
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decalX= (Right+Left);
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decalY= (Top+Bottom);
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w= Right-Left;
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h= Top-Bottom;
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// vec is a vector in a left hand axis.
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CVector pt;
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pt.x= vec.x;
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pt.y= vec.y;
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pt.z= vec.z;
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// Map it to -1..1
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pt.x= 2*(pt.x-0.5f);
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pt.y= 2*(pt.y-0.5f);
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// unproject
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if(Perspective)
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{
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// w of homogenous coordinate.
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float Wh;
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float Zin;
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Wh= pt.z;
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Zin= -pt.z;
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// unproject. (Projection is: x'= x/w. y'= y/w).
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pt.x= pt.x*Wh;
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pt.y= pt.y*Wh;
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ret.x= (pt.x*w-decalX*Zin)/(2*Near);
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ret.y= (pt.y*h-decalY*Zin)/(2*Near);
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ret.z= Zin;
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}
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else
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{
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// NOT DONE YET.
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//nlstop;
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/*ret.x= (pt.x*w+decalX)/2;
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ret.y= (pt.y*h+decalY)/2;
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*/
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// Yoyo: crash avoid for lem
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ret= vec;
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}
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// Fast transform from openGL like axis.
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pt =ret;
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ret.x= pt.x;
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ret.y= -pt.z;
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ret.z= pt.y;
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return ret;
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}
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// ***************************************************************************
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float CFrustum::getAspectRatio() const
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{
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float w= Right-Left;
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float h= Top-Bottom;
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if(h!=0)
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return w/h;
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else
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return 1.f;
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}
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} // NL3D
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