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#ifndef Camera_h__
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#define Camera_h__
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#include "IGraphicsNode.h"
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#include "math/LifeMath.h"
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#include "camera/Frustum.h"
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namespace LifeGraphics
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{
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class Camera : public IGraphicsNode
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{
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private:
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bool isViewValid;
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bool isProjValid;
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float fov;
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float nearPlane;
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float farPlane;
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float viewAspect;
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LifeMath::float3 right;
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LifeMath::float3 eye;
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LifeMath::float3 at;
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LifeMath::float3 up;
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float yaw, pitch, roll;
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Frustum frustum;
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LifeMath::float3 ViewDirection;
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LifeMath::float4x4 viewMatrix;
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LifeMath::float4x4 projectionMatrix;
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bool freeCam;
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LifeMath::float3 fDir;
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NodeType getType()
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{
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return NT_CAMERA;
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}
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void UpdatePerspectiveMatrix()
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{
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Mat4x4PerspectiveFOV(fov, viewAspect, nearPlane, farPlane, projectionMatrix);
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isProjValid = true;
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frustum.UpdateFrustum(viewMatrix * projectionMatrix);
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}
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void ComputeView()
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{
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//g_viewMatrix = Matrix4x4.LookAtLH(g_eye, g_at, g_up);
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ViewDirection = at - eye;
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LifeMath::Vec3Normalize(&ViewDirection, &ViewDirection);
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up = LifeMath::float3(0,1,0);
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//fixup UP vector
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if(LifeMath::Vec3Dot(&ViewDirection, &up) > 0.998f)
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{
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up = LifeMath::float3(0,0,-1);
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}
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else if(LifeMath::Vec3Dot(&ViewDirection, &up) < -0.998f)
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{
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up = LifeMath::float3(0,0,1);
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}
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//orthoganalize right vector
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LifeMath::Vec3Cross(up, ViewDirection, right);
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LifeMath::Vec3Normalize(&right);
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//orthoganalize up vector
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LifeMath::Vec3Cross(ViewDirection, right, up);
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LifeMath::Vec3Normalize(&up);
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//compute view matrix
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float x = -LifeMath::Vec3Dot(&right, &eye);
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float y = -LifeMath::Vec3Dot(&up, &eye);
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float z = -LifeMath::Vec3Dot(&ViewDirection, &eye);
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viewMatrix.M11 = right.X;
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viewMatrix.M12 = up.X;
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viewMatrix.M13 = ViewDirection.X;
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viewMatrix.M14 = 0;
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viewMatrix.M21 = right.Y;
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viewMatrix.M22 = up.Y;
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viewMatrix.M23 = ViewDirection.Y;
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viewMatrix.M24 = 0;
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viewMatrix.M31 = right.Z;
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viewMatrix.M32 = up.Z;
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viewMatrix.M33 = ViewDirection.Z;
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viewMatrix.M34 = 0;
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viewMatrix.M41 = x;
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viewMatrix.M42 = y;
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viewMatrix.M43 = z;
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viewMatrix.M44 = 1.0f;
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isViewValid = true;
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frustum.UpdateFrustum(viewMatrix * projectionMatrix);
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}
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public:
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Camera();
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~Camera();
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void update(float dt)
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{
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}
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void setAspect(float aspect)
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{
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viewAspect = aspect;
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isProjValid = false;
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}
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void setFov(float _fov)
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{
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fov = _fov;
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isProjValid = false;
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}
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void setNear(float val)
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{
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nearPlane = val;
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isProjValid = false;
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}
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void setFar(float val)
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{
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farPlane = val;
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isProjValid = false;
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}
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float getNear() const
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{
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return nearPlane;
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}
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float getFar() const
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{
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return farPlane;
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}
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LifeMath::float4x4 getView()
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{
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if(isViewValid)
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{
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return viewMatrix;
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}
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else
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{
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ComputeView();
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isViewValid = true;
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return viewMatrix;
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}
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}
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LifeMath::float4x4 getProj()
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{
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if(isProjValid)
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{
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return projectionMatrix;
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}
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else
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{
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UpdatePerspectiveMatrix();
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isProjValid = true;
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return projectionMatrix;
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}
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}
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LifeMath::float3 getDirection()
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{
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return ViewDirection;
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}
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LifeMath::float3 getRight()
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{
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return right;
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}
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void setPosition(float x, float y, float z)
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{
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eye = LifeMath::float3(x, y, z);
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isViewValid = false;
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}
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void setPosition(const LifeMath::float3& position)
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{
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eye = position;
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isViewValid = false;
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//ComputeView();
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/*isViewValid = false;*/
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}
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void setDirection(LifeMath::float3& direction)
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{
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at = direction;
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//at = direction - eye;
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//LifeMath::Vec3Normalize(&at);
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up.X = 0.0f;
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up.Y = 1.0f;
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up.Z = 0.0f;
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isViewValid = false;
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//LifeMath::Vec3Cross(up, at, right);
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//ComputeView();
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}
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Frustum* getFrustum()
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{
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bool updateFrustum = false;
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if(!isViewValid)
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{
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ComputeView();
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updateFrustum = true;
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}
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if(!isProjValid)
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{
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UpdatePerspectiveMatrix();
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updateFrustum = true;
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}
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return &frustum;
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}
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const LifeMath::float3& getPosition() const
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{
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return eye;
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}
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float getFov() const
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{
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return fov;
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}
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float getAspect() const
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{
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return viewAspect;
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}
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const LifeMath::float3& getUp() const
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{
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return up;
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}
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void Yaw(float angle)
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{
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yaw += angle;
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LifeMath::float3 axis = LifeMath::float3(0.0f, 1.0f, 0.0f);
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LifeMath::float4x4 r;
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Mat4x4RotationAxis(&axis, angle, &r);
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if (freeCam)
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{
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Vec3TransformCoordinate(right, r, right);
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Vec3TransformCoordinate(at, r, at);
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}
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else
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{
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Vec3TransformCoordinate(fDir, r, fDir);
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Vec3TransformCoordinate(right, r, right);
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}
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isViewValid = false;
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}
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void Pitch(float angle)
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{
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pitch += angle;
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LifeMath::float4x4 r;
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Mat4x4RotationAxis(&right, angle, &r);
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if (freeCam)
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{
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Vec3TransformCoordinate(up, r, up);
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Vec3TransformCoordinate(at, r, at);
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}
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else
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{
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Vec3TransformCoordinate(up, r, up);
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Vec3TransformCoordinate(fDir, r, fDir);
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}
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isViewValid = false;
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}
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void Roll(float angle)
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{
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roll += angle;
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LifeMath::float4x4 r;
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Mat4x4RotationAxis(&at, angle, &r);
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Vec3TransformCoordinate(up, r, up);
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Vec3TransformCoordinate(right, r, at);
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isViewValid = false;
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}
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void GetCorners(LifeMath::float3* corners)
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{
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if(!isViewValid)
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ComputeView();
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if(!isProjValid)
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UpdatePerspectiveMatrix();
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LifeMath::float4x4 vp = viewMatrix * projectionMatrix;
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Mat4x4Invert(&vp);
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for (int i = 0; i < 8; i++)
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{
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corners[i] = Vec3TransformCoordinate(vp, baseCorners[i]);
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}
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}
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void SetupBasis(const LifeMath::float3& _pos, const LifeMath::float3& _front, const LifeMath::float3& _top, const LifeMath::float3& _right)
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{
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eye = _pos;
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right = _right;
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up = _top;
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at = _front;
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ViewDirection = at;
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LifeMath::Vec3Normalize(&right);
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LifeMath::Vec3Normalize(&at);
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LifeMath::Vec3Normalize(&up);
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//compute view matrix
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float x = -LifeMath::Vec3Dot(&right, &eye);
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float y = -LifeMath::Vec3Dot(&up, &eye);
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float z = -LifeMath::Vec3Dot(&at, &eye);
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viewMatrix.M11 = right.X;
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viewMatrix.M12 = up.X;
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viewMatrix.M13 = at.X;
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viewMatrix.M14 = 0.0f;
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viewMatrix.M21 = right.Y;
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viewMatrix.M22 = up.Y;
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viewMatrix.M23 = at.Y;
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viewMatrix.M24 = 0.0f;
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viewMatrix.M31 = right.Z;
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viewMatrix.M32 = up.Z;
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viewMatrix.M33 = at.Z;
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viewMatrix.M34 = 0.0f;
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viewMatrix.M41 = x;
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viewMatrix.M42 = y;
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viewMatrix.M43 = z;
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viewMatrix.M44 = 1.0f;
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isViewValid = true;
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}
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};
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}
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#endif // Camera_h__
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