Michaël Lemaire
1a193f4e78
git-svn-id: https://subversion.assembla.com/svn/thunderk/paysages@563 b1fd45b6-86a6-48da-8261-f70d1f35bdcc
433 lines
12 KiB
C
433 lines
12 KiB
C
#include "camera.h"
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#include <stdlib.h>
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#include <math.h>
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#include "render.h"
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#include "scenery.h"
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#include "tools.h"
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struct CameraDefinition
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{
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/* Definition */
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Vector3 location;
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VectorSpherical direction;
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double roll;
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/* Projection info */
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double width;
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double height;
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CameraPerspective perspective;
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/* Auto updated */
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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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};
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void cameraSave(PackStream* stream, CameraDefinition* camera)
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{
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v3Save(stream, &camera->location);
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packWriteDouble(stream , &camera->direction.r);
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packWriteDouble(stream, &camera->direction.phi);
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packWriteDouble(stream, &camera->direction.theta);
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packWriteDouble(stream, &camera->roll);
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}
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void cameraLoad(PackStream* stream, CameraDefinition* camera)
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{
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v3Load(stream, &camera->location);
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packReadDouble(stream, &camera->direction.r);
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packReadDouble(stream, &camera->direction.phi);
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packReadDouble(stream, &camera->direction.theta);
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packReadDouble(stream, &camera->roll);
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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 = malloc(sizeof (CameraDefinition));
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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->direction.phi = 0.0;
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definition->direction.theta = 0.0;
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definition->direction.r = 1.0;
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definition->roll = 0.0;
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definition->width = 1.0;
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definition->height = 1.0;
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definition->perspective.yfov = 1.57;
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definition->perspective.xratio = 1.0;
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definition->perspective.znear = 1.0;
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definition->perspective.zfar = 1000.0;
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cameraValidateDefinition(definition, 0);
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return definition;
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}
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void cameraDeleteDefinition(CameraDefinition* definition)
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{
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free(definition);
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}
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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, int check_above)
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{
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Renderer* renderer;
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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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renderer = sceneryCreateStandardRenderer();
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terrain_height = renderer->terrain->getHeight(renderer, definition->location.x, definition->location.z, 1) + 0.5;
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water_height = renderer->water->getHeightInfo(renderer).max_height + 0.5;
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rendererDelete(renderer);
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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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if (definition->location.y > 100.0)
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{
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definition->location.y = 100.0;
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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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rotation = m4NewRotateEuler(definition->direction.phi, definition->direction.theta, 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, v3FromSpherical(definition->direction));
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definition->project = m4Mult(m4NewPerspective(definition->perspective.yfov, definition->perspective.xratio, definition->perspective.znear, definition->perspective.zfar), m4NewLookAt(definition->location, definition->target, definition->up));
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definition->unproject = m4Inverse(definition->project);
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}
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Vector3 cameraGetLocation(CameraDefinition* camera)
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{
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return camera->location;
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}
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Vector3 cameraGetTarget(CameraDefinition* camera)
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{
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return camera->target;
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}
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Vector3 cameraGetUpVector(CameraDefinition* camera)
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{
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return camera->up;
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}
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double cameraGetRoll(CameraDefinition* camera)
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{
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return camera->roll;
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}
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Vector3 cameraGetDirection(CameraDefinition* camera)
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{
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return v3FromSpherical(camera->direction);
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}
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Vector3 cameraGetDirectionNormalized(CameraDefinition* camera)
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{
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return camera->forward;
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}
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VectorSpherical cameraGetDirectionSpherical(CameraDefinition* camera)
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{
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return camera->direction;
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}
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CameraPerspective cameraGetPerspective(CameraDefinition* camera)
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{
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return camera->perspective;
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}
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void cameraSetLocation(CameraDefinition* camera, Vector3 location)
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{
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camera->location = location;
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cameraValidateDefinition(camera, 0);
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}
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void cameraSetLocationCoords(CameraDefinition* camera, double x, double y, double z)
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{
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Vector3 v = {x, y, z};
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cameraSetLocation(camera, v);
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}
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void cameraSetTarget(CameraDefinition* camera, Vector3 target)
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{
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Vector3 forward;
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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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camera->direction = v3ToSpherical(forward);
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cameraValidateDefinition(camera, 0);
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}
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void cameraSetTargetCoords(CameraDefinition* camera, double x, double y, double z)
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{
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Vector3 v = {x, y, z};
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cameraSetTarget(camera, v);
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}
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void cameraSetRoll(CameraDefinition* camera, double angle)
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{
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camera->roll = angle;
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cameraValidateDefinition(camera, 0);
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}
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void cameraSetZoomToTarget(CameraDefinition* camera, double zoom)
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{
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camera->direction.r = zoom;
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camera->location = v3Add(camera->target, v3Scale(v3FromSpherical(camera->direction), -1.0));
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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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camera->location = v3Add(camera->location, v3Scale(camera->forward, value));
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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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camera->location = v3Add(camera->location, v3Scale(camera->right, value));
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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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camera->location = v3Add(camera->location, v3Scale(camera->up, value));
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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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camera->direction.phi += value;
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cameraValidateDefinition(camera, 0);
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}
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void cameraRotatePitch(CameraDefinition* camera, double value)
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{
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camera->direction.theta += value;
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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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void cameraSetRenderSize(CameraDefinition* camera, int width, int height)
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{
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camera->width = (double)width;
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camera->height = (double)height;
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camera->perspective.xratio = camera->width / camera->height;
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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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{
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point = m4Transform(camera->project, point);
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if (point.z < 1.0)
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{
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point.x = -point.x;
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point.y = -point.y;
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}
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point.x = (point.x + 1.0) * 0.5 * camera->width;
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point.y = (-point.y + 1.0) * 0.5 * camera->height;
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return point;
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}
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Vector3 cameraUnproject(CameraDefinition* camera, Vector3 point)
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{
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point.x = (point.x / (0.5 * camera->width) - 1.0);
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point.y = -(point.y / (0.5 * camera->height) - 1.0);
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return m4Transform(camera->unproject, point);
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}
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/**
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* Render a quad that will fill the view in front of the camera.
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* This quad can be used for post-processing.
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*
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* @param col Color of the polygon.
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* @param callback Post-processing callback.
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*/
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/*void cameraPushOverlay(CameraDefinition* camera, Color col, f_RenderFragmentCallback callback)
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{
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Vertex v1, v2, v3, v4;
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Vector3 v;
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v.x = 0.0;
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v.y = 0.0;
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v.z = 10.0;
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v1.location = cameraUnproject(camera, v);
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v1.color = col;
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v1.callback = callback;
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v.x = 0.0;
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v.y = (double)render_height;
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v.z = 10.0;
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v2.location = cameraUnproject(camera, v);
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v2.color = col;
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v2.callback = callback;
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v.x = (double)render_width;
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v.y = (double)render_height;
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v.z = 10.0;
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v3.location = cameraUnproject(camera, v);
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v3.color = col;
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v3.callback = callback;
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v.x = (double)render_width;
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v.y = 0.0;
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v.z = 10.0;
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v4.location = cameraUnproject(camera, v);
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v4.color = col;
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v4.callback = callback;
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renderPushQuad(&v1, &v2, &v3, &v4);
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}*/
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static inline void _updateBox(Vector3* point, double* xmin, double* xmax, double* ymin, double* ymax, double* zmax)
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{
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*xmin = (*xmin < point->x) ? *xmin : point->x;
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*ymin = (*ymin < point->y) ? *ymin : point->y;
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*xmax = (*xmax > point->x) ? *xmax : point->x;
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*ymax = (*ymax > point->y) ? *ymax : point->y;
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*zmax = (*zmax > point->z) ? *zmax : point->z;
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}
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int cameraIsBoxInView(CameraDefinition* camera, Vector3 center, double xsize, double ysize, double zsize)
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{
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Vector3 projected;
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double xmin, xmax, ymin, ymax, zmax;
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center.x -= xsize / 2.0;
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center.y -= ysize / 2.0;
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center.z -= zsize / 2.0;
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projected = cameraProject(camera, center);
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xmin = xmax = projected.x;
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ymin = ymax = projected.y;
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zmax = projected.z;
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center.x += xsize;
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projected = cameraProject(camera, center);
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_updateBox(&projected, &xmin, &xmax, &ymin, &ymax, &zmax);
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center.z += zsize;
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projected = cameraProject(camera, center);
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_updateBox(&projected, &xmin, &xmax, &ymin, &ymax, &zmax);
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center.x -= xsize;
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projected = cameraProject(camera, center);
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_updateBox(&projected, &xmin, &xmax, &ymin, &ymax, &zmax);
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center.y += ysize;
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projected = cameraProject(camera, center);
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_updateBox(&projected, &xmin, &xmax, &ymin, &ymax, &zmax);
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center.x += xsize;
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projected = cameraProject(camera, center);
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_updateBox(&projected, &xmin, &xmax, &ymin, &ymax, &zmax);
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center.z -= zsize;
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projected = cameraProject(camera, center);
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_updateBox(&projected, &xmin, &xmax, &ymin, &ymax, &zmax);
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center.x -= xsize;
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projected = cameraProject(camera, center);
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_updateBox(&projected, &xmin, &xmax, &ymin, &ymax, &zmax);
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return xmin <= camera->width && xmax >= 0.0 && ymin <= camera->height && ymax >= 0.0 && zmax >= camera->perspective.znear;
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}
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int cameraTransitionToAnother(CameraDefinition* current, CameraDefinition* wanted, double factor)
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{
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double dx, dy, dz, dr, dphi, dtheta, droll;
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dx = wanted->location.x - current->location.x;
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dy = wanted->location.y - current->location.y;
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dz = wanted->location.z - current->location.z;
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dr = wanted->direction.r - current->direction.r;
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dphi = wanted->direction.phi - current->direction.phi;
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dtheta = wanted->direction.theta - current->direction.theta;
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droll = wanted->roll - current->roll;
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if (fabs(dx) < 0.000001 && fabs(dy) < 0.000001 && fabs(dz) < 0.000001 && fabs(dr) < 0.000001 && fabs(dphi) < 0.000001 && fabs(dtheta) < 0.000001 && fabs(droll) < 0.000001)
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{
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return 0;
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}
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else
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{
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current->location.x += dx * factor;
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current->location.y += dy * factor;
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current->location.z += dz * factor;
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current->direction.r += dr * factor;
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current->direction.phi += dphi * factor;
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current->direction.theta += dtheta * factor;
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current->roll += droll * factor;
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cameraValidateDefinition(current, 0);
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return 1;
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}
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}
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