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0978d38071
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0978d38071 |
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Subproject commit dc8f10e407daa8bdf7e90d9438b55d5883780825
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Subproject commit 1c9e7831c874068e7c939a7dea8790eef6513d78
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@ -1,112 +0,0 @@
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#include "ui/simple/CSimpleCamera.hpp"
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#include "model/Model2.hpp"
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#include <tempest/Math.hpp>
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namespace {
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void FaceDirection(const C3Vector& direction, C3Vector& xPrime, C3Vector& yPrime, C3Vector& zPrime) {
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STORM_ASSERT(CMath::fnotequal(direction.SquaredMag(), 0.0f));
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// Forward
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xPrime = direction;
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// Right
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if (CMath::fequal(xPrime.SquaredMag(), 0.0f)) {
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yPrime.x = 1.0f;
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yPrime.y = 0.0f;
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yPrime.z = 0.0f;
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} else {
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yPrime.x = -xPrime.y;
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yPrime.y = xPrime.x;
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yPrime.z = 0.0f;
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CMath::normalize(yPrime.x, yPrime.y);
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}
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// Up (Forward cross Right)
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zPrime = C3Vector::Cross(xPrime, yPrime);
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}
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void BuildBillboardMatrix(const C3Vector& direction, C33Matrix& rotation) {
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C3Vector xPrime = {};
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C3Vector yPrime = {};
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C3Vector zPrime = {};
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FaceDirection(direction, xPrime, yPrime, zPrime);
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// Forward
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rotation.a0 = xPrime.x;
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rotation.a1 = xPrime.y;
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rotation.a2 = xPrime.z;
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// Right
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rotation.b0 = yPrime.x;
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rotation.b1 = yPrime.y;
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rotation.b2 = yPrime.z;
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// Up
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rotation.c0 = zPrime.x;
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rotation.c1 = zPrime.y;
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rotation.c2 = zPrime.z;
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}
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}
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CSimpleCamera::CSimpleCamera(float nearZ, float farZ, float fov) {
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this->m_scene = nullptr;
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this->m_nearZ = nearZ;
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this->m_farZ = farZ;
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this->m_fov = fov;
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this->m_aspect = 1.0f;
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this->SetFacing(0.0f, 0.0f, 0.0f);
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}
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float CSimpleCamera::FOV() {
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return this->m_fov;
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}
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C3Vector CSimpleCamera::Forward() const {
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return { this->m_facing.a0, this->m_facing.a1, this->m_facing.a2 };
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}
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CM2Scene* CSimpleCamera::GetScene() {
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if (!this->m_scene) {
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this->m_scene = M2CreateScene();
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}
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return this->m_scene;
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}
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C3Vector CSimpleCamera::Right() const {
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return { this->m_facing.b0, this->m_facing.b1, this->m_facing.b2 };
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}
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void CSimpleCamera::SetFacing(const C3Vector& forward) {
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BuildBillboardMatrix(forward, this->m_facing);
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}
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void CSimpleCamera::SetFacing(const C3Vector& forward, const C3Vector& up) {
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// TODO
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}
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void CSimpleCamera::SetFacing(float yaw, float pitch, float roll) {
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this->m_facing.FromEulerAnglesZYX(yaw, pitch, roll);
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}
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void CSimpleCamera::SetFarZ(float farZ) {
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this->m_farZ = farZ;
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}
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void CSimpleCamera::SetFieldOfView(float fov) {
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this->m_fov = fov;
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}
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void CSimpleCamera::SetNearZ(float nearZ) {
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this->m_nearZ = nearZ;
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}
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C3Vector CSimpleCamera::Up() const {
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return { this->m_facing.c0, this->m_facing.c1, this->m_facing.c2 };
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}
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@ -1,38 +0,0 @@
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#ifndef UI_SIMPLE_C_SIMPLE_CAMERA_HPP
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#define UI_SIMPLE_C_SIMPLE_CAMERA_HPP
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#include <tempest/Matrix.hpp>
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#include <tempest/Vector.hpp>
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class CM2Scene;
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class CSimpleCamera {
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public:
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// Virtual public member functions
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virtual float FOV();
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virtual C3Vector Forward() const;
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virtual C3Vector Right() const;
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virtual C3Vector Up() const;
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// Public member functions
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CSimpleCamera(float nearZ, float farZ, float fov);
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CM2Scene* GetScene();
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void SetFacing(const C3Vector& forward);
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void SetFacing(const C3Vector& forward, const C3Vector& up);
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void SetFacing(float yaw, float pitch, float roll);
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void SetFarZ(float farZ);
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void SetFieldOfView(float fov);
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void SetNearZ(float nearZ);
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protected:
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// Protected member variables
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CM2Scene* m_scene;
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C3Vector m_position;
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C33Matrix m_facing;
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float m_nearZ;
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float m_farZ;
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float m_fov;
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float m_aspect;
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};
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#endif
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