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Mass refactoring part 1/2: establishing multiple subprojects, moving source files to their new location, adding resources/templates to version control
This commit is contained in:
370
src/Core/Render/CCamera.cpp
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370
src/Core/Render/CCamera.cpp
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#include "CCamera.h"
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#include "CGraphics.h"
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#include <Common/CQuaternion.h>
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#include <Common/Math.h>
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#include <gtc/matrix_transform.hpp>
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CCamera::CCamera()
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{
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mMode = eFreeCamera;
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mPosition = CVector3f(0);
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mAspectRatio = 1.7777777f;
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mYaw = -Math::skHalfPi;
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mPitch = 0.0f;
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SetOrbit(CVector3f(0), 5.f);
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mMoveSpeed = 1.f;
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mLookSpeed = 1.f;
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mTransformDirty = true;
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mViewDirty = true;
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mProjectionDirty = true;
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mFrustumPlanesDirty = true;
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}
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CCamera::CCamera(CVector3f Position, CVector3f /*Target*/)
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{
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// todo: make it actually look at the target!
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// don't actually use this constructor, it's unfinished and won't work properly
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mMode = eFreeCamera;
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mMoveSpeed = 1.f;
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mLookSpeed = 1.f;
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mPosition = Position;
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mYaw = -Math::skHalfPi;
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mPitch = 0.0f;
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}
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void CCamera::Pan(float XAmount, float YAmount)
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{
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if (mMode == eFreeCamera)
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{
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mPosition += mRightVector * (XAmount * mMoveSpeed);
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mPosition += mUpVector * (YAmount * mMoveSpeed);
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mTransformDirty = true;
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mViewDirty = true;
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mFrustumPlanesDirty = true;
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}
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else
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Rotate(-XAmount * 0.3f, YAmount * 0.3f);
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}
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void CCamera::Rotate(float XAmount, float YAmount)
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{
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mYaw -= (XAmount * mLookSpeed * 0.3f);
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mPitch -= (YAmount * mLookSpeed * 0.3f);
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ValidatePitch();
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mTransformDirty = true;
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mViewDirty = true;
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mFrustumPlanesDirty = true;
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}
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void CCamera::Zoom(float Amount)
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{
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if (mMode == eFreeCamera)
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mPosition += mDirection * (Amount * mMoveSpeed);
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else
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{
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mOrbitDistance -= Amount * mMoveSpeed;
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mTransformDirty = true;
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}
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mViewDirty = true;
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mFrustumPlanesDirty = true;
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}
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void CCamera::Snap(CVector3f Position)
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{
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mPosition = Position;
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mYaw = -Math::skHalfPi;
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mPitch = 0.0f;
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mTransformDirty = true;
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mViewDirty = true;
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mFrustumPlanesDirty = true;
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}
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void CCamera::ProcessKeyInput(EKeyInputs KeyFlags, double DeltaTime)
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{
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float FDeltaTime = (float) DeltaTime;
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if (KeyFlags & eWKey) Zoom(FDeltaTime * 25.f);
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if (KeyFlags & eSKey) Zoom(-FDeltaTime * 25.f);
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if (KeyFlags & eQKey) Pan(0, -FDeltaTime * 25.f);
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if (KeyFlags & eEKey) Pan(0, FDeltaTime * 25.f);
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if (KeyFlags & eAKey) Pan(-FDeltaTime * 25.f, 0);
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if (KeyFlags & eDKey) Pan(FDeltaTime * 25.f, 0);
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}
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void CCamera::ProcessMouseInput(EKeyInputs KeyFlags, EMouseInputs MouseFlags, float XMovement, float YMovement)
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{
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// Free Camera
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if (mMode == eFreeCamera)
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{
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if (MouseFlags & eMiddleButton)
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{
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if (KeyFlags & eCtrlKey) Zoom(-YMovement * 0.2f);
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else Pan(-XMovement, YMovement);
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}
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else if (MouseFlags & eRightButton) Rotate(XMovement, YMovement);
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}
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// Orbit Camera
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else if (mMode == eOrbitCamera)
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{
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if ((MouseFlags & eMiddleButton) || (MouseFlags & eRightButton))
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Pan(-XMovement, YMovement);
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}
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}
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CRay CCamera::CastRay(CVector2f DeviceCoords) const
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{
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CMatrix4f InverseVP = (ViewMatrix().Transpose() * ProjectionMatrix().Transpose()).Inverse();
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CVector3f RayOrigin = CVector3f(DeviceCoords.x, DeviceCoords.y, -1.f) * InverseVP;
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CVector3f RayTarget = CVector3f(DeviceCoords.x, DeviceCoords.y, 0.f) * InverseVP;
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CVector3f RayDir = (RayTarget - RayOrigin).Normalized();
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CRay Ray;
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Ray.SetOrigin(RayOrigin);
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Ray.SetDirection(RayDir);
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return Ray;
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}
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void CCamera::SetMoveMode(ECameraMoveMode Mode)
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{
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mMode = Mode;
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mViewDirty = true;
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mFrustumPlanesDirty = true;
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if (mMode == eOrbitCamera)
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mTransformDirty = true;
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}
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void CCamera::SetOrbit(const CVector3f& OrbitTarget, float Distance)
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{
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mOrbitTarget = OrbitTarget;
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mOrbitDistance = Distance;
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if (mMode == eOrbitCamera)
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{
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mTransformDirty = true;
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mViewDirty = true;
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mFrustumPlanesDirty = true;
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}
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}
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void CCamera::SetOrbit(const CAABox& OrbitTarget, float DistScale /*= 4.f*/)
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{
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CVector3f Min = OrbitTarget.Min();
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CVector3f Max = OrbitTarget.Max();
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mOrbitTarget = OrbitTarget.Center();
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// Find largest extent
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CVector3f Extent = (Max - Min) / 2.f;
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float Dist = 0.f;
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if (Extent.x >= Extent.y && Extent.x >= Extent.z) Dist = Extent.x;
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else if (Extent.y >= Extent.x && Extent.y >= Extent.z) Dist = Extent.y;
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else Dist = Extent.z;
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mOrbitDistance = Dist * DistScale;
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if (mMode == eOrbitCamera)
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{
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mTransformDirty = true;
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mViewDirty = true;
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mFrustumPlanesDirty = true;
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}
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}
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void CCamera::SetOrbitDistance(float Distance)
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{
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mOrbitDistance = Distance;
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if (mMode == eOrbitCamera)
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{
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mTransformDirty = true;
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mViewDirty = true;
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mFrustumPlanesDirty = true;
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}
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}
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void CCamera::LoadMatrices() const
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{
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CGraphics::sMVPBlock.ViewMatrix = ViewMatrix();
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CGraphics::sMVPBlock.ProjectionMatrix = ProjectionMatrix();
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CGraphics::UpdateMVPBlock();
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}
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// ************ GETTERS ************
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CVector3f CCamera::Position() const
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{
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UpdateTransform();
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return mPosition;
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}
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CVector3f CCamera::Direction() const
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{
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UpdateTransform();
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return mDirection;
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}
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CVector3f CCamera::UpVector() const
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{
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UpdateTransform();
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return mUpVector;
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}
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CVector3f CCamera::RightVector() const
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{
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UpdateTransform();
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return mRightVector;
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}
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float CCamera::Yaw() const
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{
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return mYaw;
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}
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float CCamera::Pitch() const
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{
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return mPitch;
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}
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float CCamera::FieldOfView() const
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{
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return 55.f;
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}
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ECameraMoveMode CCamera::MoveMode() const
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{
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return mMode;
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}
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const CMatrix4f& CCamera::ViewMatrix() const
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{
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UpdateView();
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return mViewMatrix;
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}
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const CMatrix4f& CCamera::ProjectionMatrix() const
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{
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UpdateProjection();
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return mProjectionMatrix;
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}
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const CFrustumPlanes& CCamera::FrustumPlanes() const
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{
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UpdateFrustum();
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return mFrustumPlanes;
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}
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// ************ SETTERS ************
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void CCamera::SetYaw(float Yaw)
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{
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mYaw = Yaw;
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mTransformDirty = true;
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}
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void CCamera::SetPitch(float Pitch)
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{
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mPitch = Pitch;
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ValidatePitch();
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mTransformDirty = true;
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}
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void CCamera::SetMoveSpeed(float MoveSpeed)
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{
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mMoveSpeed = MoveSpeed;
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}
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void CCamera::SetLookSpeed(float LookSpeed)
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{
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mLookSpeed = LookSpeed;
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}
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void CCamera::SetAspectRatio(float AspectRatio)
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{
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mAspectRatio = AspectRatio;
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mProjectionDirty = true;
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mFrustumPlanesDirty = true;
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}
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// ************ PRIVATE ************
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void CCamera::ValidatePitch()
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{
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// This function mainly just exists to ensure the camera doesn't flip upside down
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if (mPitch > Math::skHalfPi) mPitch = Math::skHalfPi;
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if (mPitch < -Math::skHalfPi) mPitch = -Math::skHalfPi;
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}
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void CCamera::UpdateTransform() const
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{
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// Transform should be marked dirty when pitch, yaw, or orbit target/distance are changed
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if (mTransformDirty)
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{
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mDirection = CVector3f(
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cos(mPitch) * cos(mYaw),
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cos(mPitch) * sin(mYaw),
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sin(mPitch)
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);
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mRightVector = CVector3f(
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cos(mYaw - Math::skHalfPi),
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sin(mYaw - Math::skHalfPi),
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0
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);
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mUpVector = mRightVector.Cross(mDirection);
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// Update position
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if (mMode == eOrbitCamera)
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{
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if (mOrbitDistance < 1.f) mOrbitDistance = 1.f;
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mPosition = mOrbitTarget + (mDirection * -mOrbitDistance);
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}
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mViewDirty = true;
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mFrustumPlanesDirty = true;
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mTransformDirty = false;
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}
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}
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void CCamera::UpdateView() const
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{
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// todo: don't use glm
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UpdateTransform();
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if (mViewDirty)
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{
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glm::vec3 glmpos(mPosition.x, mPosition.y, mPosition.z);
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glm::vec3 glmdir(mDirection.x, mDirection.y, mDirection.z);
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glm::vec3 glmup(mUpVector.x, mUpVector.y, mUpVector.z);
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mViewMatrix = CMatrix4f::FromGlmMat4(glm::lookAt(glmpos, glmpos + glmdir, glmup)).Transpose();
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mViewDirty = false;
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}
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}
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void CCamera::UpdateProjection() const
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{
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if (mProjectionDirty)
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{
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mProjectionMatrix = Math::PerspectiveMatrix(55.f, mAspectRatio, 0.1f, 4096.f);
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mProjectionDirty = false;
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}
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}
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void CCamera::UpdateFrustum() const
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{
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UpdateTransform();
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if (mFrustumPlanesDirty)
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{
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mFrustumPlanes.SetPlanes(mPosition, mDirection, 55.f, mAspectRatio, 0.1f, 4096.f);
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mFrustumPlanesDirty = false;
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}
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}
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