2012-05-29 13:31:11 +00:00
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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/camera.h"
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#include "nel/3d/scene.h"
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namespace NL3D
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{
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// ***************************************************************************
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void CCamera::registerBasic()
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{
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CScene::registerModel(CameraId, TransformId, CCamera::creator);
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}
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// ***************************************************************************
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CCamera::CCamera()
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{
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setFrustum(1.0f, 1.0f, 0.01f, 1.0f);
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// IAnimatable.
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IAnimatable::resize(AnimValueLast);
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_FovAnimationEnabled= false;
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_TargetAnimationEnabled= false;
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_FovAnimationAspectRatio= 4.0f/3.0f;
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// Default Anims.
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_Fov.Value= (float)NLMISC::Pi/2;
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_Target.Value= CVector::Null;
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_Roll.Value= 0;
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}
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// ***************************************************************************
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void CCamera::setFrustum(float left, float right, float bottom, float top, float znear, float zfar, bool perspective)
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{
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_Frustum.init( left, right,bottom, top, znear, zfar, perspective);
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}
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// ***************************************************************************
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void CCamera::setFrustum(float width, float height, float znear, float zfar, bool perspective)
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{
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_Frustum.init(width, height, znear, zfar, perspective);
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}
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// ***************************************************************************
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void CCamera::setPerspective(float fov, float aspectRatio, float znear, float zfar)
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{
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_Frustum.initPerspective(fov, aspectRatio, znear, zfar);
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}
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// ***************************************************************************
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void CCamera::getFrustum(float &left, float &right, float &bottom, float &top, float &znear, float &zfar) const
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{
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left= _Frustum.Left;
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right= _Frustum.Right;
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bottom= _Frustum.Bottom;
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top= _Frustum.Top;
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znear= _Frustum.Near;
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zfar= _Frustum.Far;
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}
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// ***************************************************************************
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bool CCamera::isOrtho() const
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{
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return !_Frustum.Perspective;
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}
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// ***************************************************************************
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bool CCamera::isPerspective() const
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{
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return _Frustum.Perspective;
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}
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// ***************************************************************************
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// ***************************************************************************
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// Anims.
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// ***************************************************************************
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// ***************************************************************************
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// ***************************************************************************
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IAnimatedValue* CCamera::getValue (uint valueId)
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{
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// what value ?
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switch (valueId)
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{
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case FovValue: return &_Fov;
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case TargetValue: return &_Target;
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case RollValue: return &_Roll;
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}
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return CTransform::getValue(valueId);
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}
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// ***************************************************************************
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const char *CCamera::getValueName (uint valueId) const
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{
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// what value ?
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switch (valueId)
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{
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case FovValue: return getFovValueName();
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case TargetValue: return getTargetValueName();
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case RollValue: return getRollValueName();
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}
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return CTransform::getValueName(valueId);
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}
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// ***************************************************************************
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CTrackDefaultFloat CCamera::DefaultFov( (float)NLMISC::Pi/2 );
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CTrackDefaultFloat CCamera::DefaultRoll( 0 );
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ITrack* CCamera::getDefaultTrack (uint valueId)
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{
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// what value ?
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switch (valueId)
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{
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case PosValue: return &_DefaultPos;
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case FovValue: return &DefaultFov;
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case TargetValue: return &_DefaultTargetPos;
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case RollValue: return &DefaultRoll;
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}
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return CTransform::getDefaultTrack(valueId);
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}
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// ***************************************************************************
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void CCamera::registerToChannelMixer(CChannelMixer *chanMixer, const std::string &prefix)
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{
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// For CCamera, channels are not detailled.
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addValue(chanMixer, FovValue, OwnerBit, prefix, false);
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addValue(chanMixer, TargetValue, OwnerBit, prefix, false);
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addValue(chanMixer, RollValue, OwnerBit, prefix, false);
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CTransform::registerToChannelMixer(chanMixer, prefix);
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}
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// ***************************************************************************
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void CCamera::update()
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{
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// test animations
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if(IAnimatable::isTouched(OwnerBit) || IAnimatable::isTouched(ITransformable::OwnerBit))
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{
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// FOV.
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if( _FovAnimationEnabled && IAnimatable::isTouched(FovValue))
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{
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// keep the same near/far.
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setPerspective(_Fov.Value, _FovAnimationAspectRatio, _Frustum.Near, _Frustum.Far);
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IAnimatable::clearFlag(FovValue);
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}
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// Target / Roll.
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// If target/Roll is animated, compute our own quaternion.
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if( _TargetAnimationEnabled && (IAnimatable::isTouched(TargetValue) || IAnimatable::isTouched(RollValue) || IAnimatable::isTouched(PosValue)) )
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{
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lookAt (getPos (), _Target.Value, -_Roll.Value);
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IAnimatable::clearFlag(TargetValue);
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IAnimatable::clearFlag(RollValue);
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}
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}
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CTransform::update();
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// We are OK!
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IAnimatable::clearFlag(OwnerBit);
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}
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// ***************************************************************************
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void CCamera::build (const CCameraInfo &cameraInfo)
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{
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// Target ?
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enableTargetAnimation(cameraInfo.TargetMode);
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enableFovAnimation(cameraInfo.UseFov);
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if (cameraInfo.TargetMode)
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{
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// Set the rot model
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setTransformMode (ITransformable::RotQuat);
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setTargetPos (cameraInfo.TargetPos);
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_DefaultTargetPos.setDefaultValue (cameraInfo.TargetPos);
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setRoll (cameraInfo.Roll);
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}
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if (cameraInfo.UseFov)
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{
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setFov (cameraInfo.Fov);
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}
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setPos (cameraInfo.Pos);
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_DefaultPos.setDefaultValue (cameraInfo.Pos);
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}
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// ***************************************************************************
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CCameraInfo::CCameraInfo ()
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{
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Roll = 0;
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Fov = 0;
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TargetMode = false;
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UseFov = false;
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}
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// ***************************************************************************
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void CCameraInfo::serial (NLMISC::IStream &s)
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{
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s.serialVersion (0);
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s.serial (Pos);
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s.serial (TargetPos);
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s.serial (Roll);
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s.serial (Fov);
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s.serial (TargetMode);
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s.serial (UseFov);
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}
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// ***************************************************************************
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void CCamera::buildCameraPyramid(std::vector<CPlane> &pyramid, bool useWorldMatrix)
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{
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pyramid.resize(6);
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// Compute pyramid in view basis.
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CVector pfoc(0,0,0);
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CVector lb(_Frustum.Left, _Frustum.Near, _Frustum.Bottom );
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CVector lt(_Frustum.Left, _Frustum.Near, _Frustum.Top );
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CVector rb(_Frustum.Right, _Frustum.Near, _Frustum.Bottom );
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CVector rt(_Frustum.Right, _Frustum.Near, _Frustum.Top );
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CVector lbFar(_Frustum.Left, _Frustum.Far, _Frustum.Bottom);
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CVector ltFar(_Frustum.Left, _Frustum.Far, _Frustum.Top );
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CVector rbFar(_Frustum.Right, _Frustum.Far, _Frustum.Bottom);
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CVector rtFar(_Frustum.Right, _Frustum.Far, _Frustum.Top );
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// near
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pyramid[0].make(lt, lb, rt);
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// far
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pyramid[1].make(lbFar, ltFar, rtFar);
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if(_Frustum.Perspective)
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{
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// left
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pyramid[2].make(pfoc, lt, lb);
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// top
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pyramid[3].make(pfoc, rt, lt);
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// right
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pyramid[4].make(pfoc, rb, rt);
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// bottom
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pyramid[5].make(pfoc, lb, rb);
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}
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else
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{
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// left
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pyramid[2].make(lt, ltFar, lbFar);
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// top
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pyramid[3].make(lt, rtFar, ltFar);
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// right
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pyramid[4].make(rt, rbFar, rtFar);
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// bottom
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pyramid[5].make(lb, lbFar, rbFar);
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}
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// get invCamMatrix
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CMatrix invCamMatrix;
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if(useWorldMatrix)
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invCamMatrix= getWorldMatrix();
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else
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invCamMatrix= getMatrix();
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invCamMatrix.invert();
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// Compute pyramid in World basis.
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// The vector transformation M of a plane p is computed as p*M-1.
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for (uint i = 0; i < 6; i++)
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{
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pyramid[i]= pyramid[i]*invCamMatrix;
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}
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}
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// ***************************************************************************
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void CCamera::buildCameraPyramidCorners(std::vector<NLMISC::CVector> &pyramidCorners, bool useWorldMatrix)
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{
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pyramidCorners.resize(8);
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pyramidCorners[0].set(_Frustum.Left, _Frustum.Near, _Frustum.Bottom );
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pyramidCorners[1].set(_Frustum.Left, _Frustum.Near, _Frustum.Top );
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pyramidCorners[2].set(_Frustum.Right, _Frustum.Near, _Frustum.Bottom );
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pyramidCorners[3].set(_Frustum.Right, _Frustum.Near, _Frustum.Top );
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float f = _Frustum.Perspective ? (_Frustum.Far / _Frustum.Near) : 1.f;
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pyramidCorners[4].set(f * _Frustum.Left, _Frustum.Far, f * _Frustum.Bottom);
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pyramidCorners[5].set(f * _Frustum.Left, _Frustum.Far, f * _Frustum.Top );
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pyramidCorners[6].set(f * _Frustum.Right, _Frustum.Far, f * _Frustum.Bottom);
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pyramidCorners[7].set(f * _Frustum.Right, _Frustum.Far, f * _Frustum.Top );
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const CMatrix &camMatrix = useWorldMatrix ? getWorldMatrix() : getMatrix();
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for(uint k = 0; k < 8; ++k)
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{
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pyramidCorners[k] = camMatrix * pyramidCorners[k];
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}
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}
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}
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