paysages: Camera support for roll (WIP).
git-svn-id: https://subversion.assembla.com/svn/thunderk/paysages@248 b1fd45b6-86a6-48da-8261-f70d1f35bdcc
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6 changed files with 155 additions and 61 deletions
2
TODO
2
TODO
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@ -1,3 +1,5 @@
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- Clouds are lighted without filtering from ground (clouds lighted at night !)
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- Camera should respect ratio aspect of render area.
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- All noises should use the same entropy pool (saved separately), and avoid reallocs.
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- Implement light multi-sampling (mainly for skydome).
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- All Save and Load methods should have same signature : void ...Save(FILE*, ...*).
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@ -48,7 +48,7 @@ void FormRender::applyConfig()
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void FormRender::configChangeEvent()
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{
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cameraValidateDefinition(&_camera);
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cameraValidateDefinition(&_camera, 1);
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BaseForm::configChangeEvent();
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}
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@ -125,6 +125,7 @@ void WidgetWanderer::mouseMoveEvent(QMouseEvent* event)
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else if (event->buttons() & Qt::RightButton)
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{
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cameraRotateYaw(&_current_camera, (double)(event->x() - last_mouse_x) * factor * 0.1);
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cameraRotatePitch(&_current_camera, (double)(event->y() - last_mouse_y) * factor * 0.1);
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updateGL();
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event->accept();
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}
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@ -265,6 +266,8 @@ static void _renderTerrain(TerrainDefinition* terrain, CameraDefinition* camera,
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void WidgetWanderer::paintGL()
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{
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cameraValidateDefinition(&_current_camera, 1);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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gluLookAt(_current_camera.location.x, _current_camera.location.y, _current_camera.location.z, _current_camera.target.x, _current_camera.target.y, _current_camera.target.z, _current_camera.up.x, _current_camera.up.y, _current_camera.up.z);
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@ -8,6 +8,7 @@
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#include "shared/globals.h"
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#include "shared/constants.h"
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#include "shared/functions.h"
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#include "scenery.h"
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void cameraInit()
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{
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@ -16,29 +17,33 @@ void cameraInit()
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void cameraSave(FILE* f, CameraDefinition* camera)
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{
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v3Save(camera->location, f);
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v3Save(camera->target, f);
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toolsSaveDouble(f, camera->yaw);
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toolsSaveDouble(f, camera->pitch);
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toolsSaveDouble(f, camera->roll);
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}
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void cameraLoad(FILE* f, CameraDefinition* camera)
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{
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camera->location = v3Load(f);
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camera->target = v3Load(f);
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camera->yaw = toolsLoadDouble(f);
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camera->pitch = toolsLoadDouble(f);
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camera->roll = toolsLoadDouble(f);
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cameraValidateDefinition(camera);
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cameraValidateDefinition(camera, 0);
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}
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CameraDefinition cameraCreateDefinition()
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{
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CameraDefinition definition;
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definition.location.x = -1.0;
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definition.location.x = 0.0;
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definition.location.y = 0.0;
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definition.location.z = 0.0;
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definition.target.x = 0.0;
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definition.target.y = 0.0;
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definition.target.z = 0.0;
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definition.yaw = 0.0;
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definition.pitch = 0.0;
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definition.roll = 0.0;
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cameraValidateDefinition(&definition);
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cameraValidateDefinition(&definition, 0);
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return definition;
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}
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@ -50,16 +55,66 @@ void cameraDeleteDefinition(CameraDefinition* definition)
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void cameraCopyDefinition(CameraDefinition* source, CameraDefinition* destination)
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{
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*destination = *source;
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cameraValidateDefinition(destination, 0);
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}
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void cameraValidateDefinition(CameraDefinition* definition)
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void cameraValidateDefinition(CameraDefinition* definition, int check_above)
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{
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/* TODO Recompute up vector */
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WaterDefinition water;
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TerrainDefinition terrain;
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double water_height, terrain_height, diff;
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Vector3 move;
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Matrix4 rotation;
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if (check_above)
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{
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water = waterCreateDefinition();
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sceneryGetWater(&water);
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water_height = water.height + 0.5;
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waterDeleteDefinition(&water);
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terrain = terrainCreateDefinition();
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sceneryGetTerrain(&terrain);
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terrain_height = terrainGetHeight(&terrain, definition->location.x, definition->location.z) + 0.5;
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terrainDeleteDefinition(&terrain);
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if (definition->location.y < water_height || definition->location.y < terrain_height)
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{
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if (water_height > terrain_height)
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{
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diff = water_height - definition->location.y;
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}
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else
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{
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diff = terrain_height - definition->location.y;
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}
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move.x = move.z = 0.0;
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move.y = diff;
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definition->location = v3Add(definition->location, move);
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}
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}
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definition->forward.x = 1.0;
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definition->forward.y = 0.0;
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definition->forward.z = 0.0;
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definition->right.x = 0.0;
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definition->right.y = 0.0;
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definition->right.z = 1.0;
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definition->up.x = 0.0;
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definition->up.y = 1.0;
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definition->up.z = 0.0;
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definition->project = m4Mult(m4NewPerspective(1.57, 1.333333, 1.0, 1000.0), m4NewLookAt(VECTOR_ZERO, v3Sub(definition->target, definition->location), definition->up));
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rotation = m4NewRotateEuler(definition->yaw, definition->pitch, definition->roll);
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definition->forward = m4MultPoint(rotation, definition->forward);
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definition->right = m4MultPoint(rotation, definition->right);
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definition->up = m4MultPoint(rotation, definition->up);
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definition->target = v3Add(definition->location, definition->forward);
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definition->project = m4Mult(m4NewPerspective(1.57, 1.333333, 1.0, 1000.0), m4NewLookAt(VECTOR_ZERO, definition->forward, definition->up));
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definition->unproject = m4Inverse(definition->project);
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}
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@ -69,68 +124,91 @@ void cameraSetLocation(CameraDefinition* camera, double x, double y, double z)
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camera->location.y = y;
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camera->location.z = z;
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cameraValidateDefinition(camera);
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cameraValidateDefinition(camera, 0);
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}
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void cameraSetTarget(CameraDefinition* camera, double x, double y, double z)
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{
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camera->target.x = x;
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camera->target.y = y;
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camera->target.z = z;
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Vector3 forward, target;
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cameraValidateDefinition(camera);
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target.x = x;
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target.y = y;
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target.z = z;
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forward = v3Sub(target, camera->location);
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if (v3Norm(forward) < 0.0000001)
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{
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return;
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}
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forward = v3Normalize(forward);
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if (fabs(forward.x) < 0.0000001 && fabs(forward.z) < 0.0000001)
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{
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/* Forward vector is vertical */
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if (forward.y > 0.0)
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{
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camera->pitch = M_PI_2;
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}
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else if (forward.y > 0.0)
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{
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camera->pitch = -M_PI_2;
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}
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}
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else
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{
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/* TODO Guess angles */
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}
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void cameraSetAngle(CameraDefinition* camera, double angle)
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cameraValidateDefinition(camera, 0);
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}
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void cameraSetRoll(CameraDefinition* camera, double angle)
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{
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/* TODO */
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camera->roll = angle;
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cameraValidateDefinition(camera, 0);
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}
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void cameraStrafeForward(CameraDefinition* camera, double value)
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{
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Vector3 move;
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camera->location = v3Add(camera->location, v3Scale(camera->forward, value));
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move = v3Scale(v3Normalize(v3Sub(camera->target, camera->location)), value);
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camera->location = v3Add(camera->location, move);
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camera->target = v3Add(camera->target, move);
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cameraValidateDefinition(camera);
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cameraValidateDefinition(camera, 0);
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}
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void cameraStrafeRight(CameraDefinition* camera, double value)
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{
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Vector3 move;
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camera->location = v3Add(camera->location, v3Scale(camera->right, value));
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move = v3Scale(v3Normalize(v3Cross(v3Sub(camera->target, camera->location), camera->up)), value);
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camera->location = v3Add(camera->location, move);
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camera->target = v3Add(camera->target, move);
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cameraValidateDefinition(camera);
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cameraValidateDefinition(camera, 0);
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}
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void cameraStrafeUp(CameraDefinition* camera, double value)
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{
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Vector3 move;
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camera->location = v3Add(camera->location, v3Scale(camera->up, value));
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move = v3Scale(v3Normalize(camera->up), value);
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camera->location = v3Add(camera->location, move);
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camera->target = v3Add(camera->target, move);
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cameraValidateDefinition(camera);
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cameraValidateDefinition(camera, 0);
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}
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void cameraRotateYaw(CameraDefinition* camera, double value)
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{
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Matrix4 m;
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Vector3 v;
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camera->yaw += value;
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v = v3Sub(camera->target, camera->location);
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m = m4NewRotateAxis(value, camera->up);
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v = m4MultPoint(m, v);
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cameraValidateDefinition(camera, 0);
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}
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camera->target = v3Add(camera->location, v);
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void cameraRotatePitch(CameraDefinition* camera, double value)
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{
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camera->pitch += value;
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cameraValidateDefinition(camera);
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cameraValidateDefinition(camera, 0);
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}
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void cameraRotateRoll(CameraDefinition* camera, double value)
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{
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camera->roll += value;
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cameraValidateDefinition(camera, 0);
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}
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Vector3 cameraProject(CameraDefinition* camera, Vector3 point)
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@ -8,11 +8,22 @@
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extern "C" {
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#endif
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/* Definition of a 3D scene camera.
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*
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* Don't modify this structure directly, use the provided functions.
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*/
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typedef struct
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{
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Vector3 location;
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double yaw;
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double pitch;
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double roll;
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Vector3 target;
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Vector3 forward;
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Vector3 right;
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Vector3 up;
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Matrix4 project;
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Matrix4 unproject;
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} CameraDefinition;
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CameraDefinition cameraCreateDefinition();
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void cameraDeleteDefinition(CameraDefinition* definition);
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void cameraCopyDefinition(CameraDefinition* source, CameraDefinition* destination);
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void cameraValidateDefinition(CameraDefinition* definition);
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void cameraValidateDefinition(CameraDefinition* definition, int check_above);
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void cameraSetLocation(CameraDefinition* camera, double x, double y, double z);
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void cameraSetTarget(CameraDefinition* camera, double x, double y, double z);
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void cameraSetAngle(CameraDefinition* camera, double angle);
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void cameraSetRoll(CameraDefinition* camera, double angle);
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void cameraStrafeForward(CameraDefinition* camera, double value);
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void cameraStrafeRight(CameraDefinition* camera, double value);
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void cameraStrafeUp(CameraDefinition* camera, double value);
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void cameraRotateYaw(CameraDefinition* camera, double value);
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void cameraRotatePitch(CameraDefinition* camera, double value);
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void cameraRotateRoll(CameraDefinition* camera, double value);
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Vector3 cameraProject(CameraDefinition* camera, Vector3 point);
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Vector3 cameraUnproject(CameraDefinition* camera, Vector3 point);
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@ -58,27 +58,21 @@ void sceneryLoadFromFile(char* filepath)
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/* TODO Use intermediary definitions ? */
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atmosphereLoad(f, &_atmosphere);
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atmosphereValidateDefinition(&_atmosphere);
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cameraLoad(f, &_camera);
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cameraValidateDefinition(&_camera);
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cloudsLoad(f, &_clouds);
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cloudsValidateDefinition(&_clouds);
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lightingLoad(f, &_lighting);
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lightingValidateDefinition(&_lighting);
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skyLoad(f, &_sky);
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skyValidateDefinition(&_sky);
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terrainLoad(f, &_terrain);
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terrainValidateDefinition(&_terrain);
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texturesLoad(f, &_textures);
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texturesValidateDefinition(&_textures);
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waterLoad(f, &_water);
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atmosphereValidateDefinition(&_atmosphere);
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cameraValidateDefinition(&_camera, 0);
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cloudsValidateDefinition(&_clouds);
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lightingValidateDefinition(&_lighting);
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skyValidateDefinition(&_sky);
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terrainValidateDefinition(&_terrain);
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texturesValidateDefinition(&_textures);
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waterValidateDefinition(&_water);
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fclose(f);
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void scenerySetCamera(CameraDefinition* camera)
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{
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cameraCopyDefinition(camera, &_camera);
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cameraValidateDefinition(&_camera);
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cameraValidateDefinition(&_camera, 1);
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}
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void sceneryGetCamera(CameraDefinition* camera)
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{
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terrainCopyDefinition(terrain, &_terrain);
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terrainValidateDefinition(&_terrain);
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cameraValidateDefinition(&_camera, 1);
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}
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void sceneryGetTerrain(TerrainDefinition* terrain)
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{
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waterCopyDefinition(water, &_water);
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waterValidateDefinition(&_water);
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cameraValidateDefinition(&_camera, 1);
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}
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void sceneryGetWater(WaterDefinition* water)
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