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715 lines
20 KiB
C++
715 lines
20 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Implements a camera for the 3D view.
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//
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// $NoKeywords: $
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//=============================================================================//
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#include <windows.h>
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#include <math.h>
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#include <stdlib.h>
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#include <stdio.h>
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#include "Camera.h"
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#include "hammer_mathlib.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//
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// Indices of camera axes.
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//
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#define CAMERA_RIGHT 0
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#define CAMERA_UP 1
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#define CAMERA_FORWARD 2
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#define CAMERA_ORIGIN 3
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#define MIN_PITCH -90.0f
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#define MAX_PITCH 90.0f
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static void DBG(PRINTF_FORMAT_STRING const char *fmt, ...)
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{
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char ach[128];
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va_list va;
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va_start(va, fmt);
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vsprintf(ach, fmt, va);
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va_end(va);
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OutputDebugString(ach);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Constructor.
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//-----------------------------------------------------------------------------
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CCamera::CCamera(void)
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{
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m_ViewPoint.Init();
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m_fPitch = 0.0;
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m_fRoll = 0.0;
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m_fYaw = 0.0;
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m_fHorizontalFOV = 90;
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m_fNearClip = 1.0;
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m_fFarClip = 5000;
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m_fZoom = 1.0f;
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m_bIsOrthographic = false;
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m_fScaleHorz = m_fScaleVert = 1;
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m_nViewWidth = m_nViewHeight = 100;
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BuildViewMatrix();
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BuildProjMatrix();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Destructor.
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//-----------------------------------------------------------------------------
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CCamera::~CCamera(void)
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{
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}
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void CCamera::SetViewPort( int width, int height )
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{
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if ( m_nViewWidth != width || m_nViewHeight != height )
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{
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m_nViewWidth = width;
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m_nViewHeight = height;
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BuildProjMatrix();
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}
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}
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void CCamera::GetViewPort( int &width, int &height )
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{
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width = m_nViewWidth;
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height = m_nViewHeight;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns the current value of the camera's pitch.
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//-----------------------------------------------------------------------------
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float CCamera::GetPitch(void)
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{
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return(m_fPitch);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns the current value of the camera's roll.
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//-----------------------------------------------------------------------------
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float CCamera::GetRoll(void)
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{
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return(m_fRoll);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns the current value of the camera's yaw.
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//-----------------------------------------------------------------------------
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float CCamera::GetYaw(void)
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{
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return(m_fYaw);
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}
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//-----------------------------------------------------------------------------
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// Purpose: returns the camera angles
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// Output : returns the camera angles
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//-----------------------------------------------------------------------------
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QAngle CCamera::GetAngles()
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{
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return QAngle( m_fPitch, m_fYaw, m_fRoll );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Moves the camera along the camera's right axis.
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// Input : fUnits - World units to move the camera.
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//-----------------------------------------------------------------------------
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void CCamera::MoveRight(float fUnits)
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{
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if (fUnits != 0)
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{
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m_ViewPoint[0] += m_ViewMatrix[CAMERA_RIGHT][0] * fUnits;
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m_ViewPoint[1] += m_ViewMatrix[CAMERA_RIGHT][1] * fUnits;
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m_ViewPoint[2] += m_ViewMatrix[CAMERA_RIGHT][2] * fUnits;
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BuildViewMatrix();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Moves the camera along the camera's up axis.
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// Input : fUnits - World units to move the camera.
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//-----------------------------------------------------------------------------
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void CCamera::MoveUp(float fUnits)
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{
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if (fUnits != 0)
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{
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m_ViewPoint[0] += m_ViewMatrix[CAMERA_UP][0] * fUnits;
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m_ViewPoint[1] += m_ViewMatrix[CAMERA_UP][1] * fUnits;
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m_ViewPoint[2] += m_ViewMatrix[CAMERA_UP][2] * fUnits;
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BuildViewMatrix();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Moves the camera along the camera's forward axis.
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// Input : fUnits - World units to move the camera.
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//-----------------------------------------------------------------------------
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void CCamera::MoveForward(float fUnits)
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{
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if (fUnits != 0)
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{
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m_ViewPoint[0] -= m_ViewMatrix[CAMERA_FORWARD][0] * fUnits;
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m_ViewPoint[1] -= m_ViewMatrix[CAMERA_FORWARD][1] * fUnits;
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m_ViewPoint[2] -= m_ViewMatrix[CAMERA_FORWARD][2] * fUnits;
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BuildViewMatrix();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns the camera's viewpoint.
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//-----------------------------------------------------------------------------
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void CCamera::GetViewPoint(Vector& ViewPoint) const
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{
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ViewPoint = m_ViewPoint;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns a vector indicating the camera's forward axis.
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//-----------------------------------------------------------------------------
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void CCamera::GetViewForward(Vector& ViewForward) const
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{
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ViewForward[0] = -m_ViewMatrix[CAMERA_FORWARD][0];
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ViewForward[1] = -m_ViewMatrix[CAMERA_FORWARD][1];
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ViewForward[2] = -m_ViewMatrix[CAMERA_FORWARD][2];
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns a vector indicating the camera's up axis.
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//-----------------------------------------------------------------------------
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void CCamera::GetViewUp(Vector& ViewUp) const
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{
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ViewUp[0] = m_ViewMatrix[CAMERA_UP][0];
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ViewUp[1] = m_ViewMatrix[CAMERA_UP][1];
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ViewUp[2] = m_ViewMatrix[CAMERA_UP][2];
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns a vector indicating the camera's right axis.
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//-----------------------------------------------------------------------------
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void CCamera::GetViewRight(Vector& ViewRight) const
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{
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ViewRight[0] = m_ViewMatrix[CAMERA_RIGHT][0];
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ViewRight[1] = m_ViewMatrix[CAMERA_RIGHT][1];
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ViewRight[2] = m_ViewMatrix[CAMERA_RIGHT][2];
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns the horizontal field of view in degrees.
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//-----------------------------------------------------------------------------
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float CCamera::GetFOV(void)
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{
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return(m_fHorizontalFOV);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns the distance from the camera to the near clipping plane in world units.
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//-----------------------------------------------------------------------------
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float CCamera::GetNearClip(void)
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{
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return(m_fNearClip);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns the distance from the camera to the far clipping plane in world units.
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//-----------------------------------------------------------------------------
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float CCamera::GetFarClip(void)
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{
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return(m_fFarClip);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Sets up fields of view & clip plane distances for the view frustum.
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// Input : fHorizontalFOV -
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// fVerticalFOV -
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// fNearClip -
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// fFarClip -
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//-----------------------------------------------------------------------------
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void CCamera::SetPerspective(float fHorizontalFOV, float fNearClip, float fFarClip)
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{
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m_bIsOrthographic = false;
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m_fHorizontalFOV = fHorizontalFOV;
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m_fNearClip = fNearClip;
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m_fFarClip = fFarClip;
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BuildProjMatrix();
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}
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void CCamera::SetOrthographic(float fZoom, float fNearClip, float fFarClip)
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{
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m_fZoom = fZoom;
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m_fNearClip = fNearClip;
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m_fFarClip = fFarClip;
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m_bIsOrthographic = true;
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BuildProjMatrix();
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}
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void CCamera::GetFrustumPlanes( Vector4D Planes[6] )
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{
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// TODO check for FrustumPlanesFromMatrix, maybe we can use that
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Vector ViewForward;
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GetViewForward(ViewForward);
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VMatrix CameraMatrix = m_ProjMatrix * m_ViewMatrix;
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//
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// Now the plane coefficients can be pulled directly out of the the camera
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// matrix as follows:
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//
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// Right : first_column - fourth_column
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// Left : -first_column - fourth_column
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// Top : second_column - fourth_column
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// Bottom: -second_column - fourth_column
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// Front : -third_column - fourth_column
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// Back : third_column + fourth_column
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//
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// dvs: My plane constants should be coming directly from the matrices,
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// but they aren't (for some reason). Instead I calculate the plane
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// constants myself. Sigh.
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//
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Planes[0][0] = CameraMatrix[0][0] - CameraMatrix[3][0];
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Planes[0][1] = CameraMatrix[0][1] - CameraMatrix[3][1];
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Planes[0][2] = CameraMatrix[0][2] - CameraMatrix[3][2];
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VectorNormalize(Planes[0].AsVector3D());
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Planes[0][3] = DotProduct(m_ViewPoint, Planes[0].AsVector3D());
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Planes[1][0] = -CameraMatrix[0][0] - CameraMatrix[3][0];
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Planes[1][1] = -CameraMatrix[0][1] - CameraMatrix[3][1];
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Planes[1][2] = -CameraMatrix[0][2] - CameraMatrix[3][2];
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VectorNormalize(Planes[1].AsVector3D());
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Planes[1][3] = DotProduct(m_ViewPoint, Planes[1].AsVector3D());
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Planes[2][0] = CameraMatrix[1][0] - CameraMatrix[3][0];
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Planes[2][1] = CameraMatrix[1][1] - CameraMatrix[3][1];
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Planes[2][2] = CameraMatrix[1][2] - CameraMatrix[3][2];
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VectorNormalize(Planes[2].AsVector3D());
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Planes[2][3] = DotProduct(m_ViewPoint, Planes[2].AsVector3D());
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Planes[3][0] = -CameraMatrix[1][0] - CameraMatrix[3][0];
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Planes[3][1] = -CameraMatrix[1][1] - CameraMatrix[3][1];
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Planes[3][2] = -CameraMatrix[1][2] - CameraMatrix[3][2];
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VectorNormalize(Planes[3].AsVector3D());
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Planes[3][3] = DotProduct(m_ViewPoint, Planes[3].AsVector3D());
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Planes[4][0] = -CameraMatrix[2][0] - CameraMatrix[3][0];
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Planes[4][1] = -CameraMatrix[2][1] - CameraMatrix[3][1];
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Planes[4][2] = -CameraMatrix[2][2] - CameraMatrix[3][2];
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VectorNormalize(Planes[4].AsVector3D());
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Planes[4][3] = DotProduct(m_ViewPoint + ViewForward * m_fNearClip, Planes[4].AsVector3D());
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Planes[5][0] = CameraMatrix[2][0] + CameraMatrix[3][0];
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Planes[5][1] = CameraMatrix[2][1] + CameraMatrix[3][1];
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Planes[5][2] = CameraMatrix[2][2] + CameraMatrix[3][2];
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VectorNormalize(Planes[5].AsVector3D());
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Planes[5][3] = DotProduct(m_ViewPoint + ViewForward * m_fFarClip, Planes[5].AsVector3D());
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}
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bool CCamera::IsOrthographic()
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{
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return m_bIsOrthographic;
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}
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void CCamera::BuildProjMatrix()
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{
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memset( &m_ProjMatrix,0,sizeof(m_ProjMatrix) );
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VMatrix &m = m_ProjMatrix;
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if ( m_bIsOrthographic )
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{
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// same as D3DXMatrixOrthoRH
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float w = (float)m_nViewWidth / m_fZoom;
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float h = (float)m_nViewHeight / m_fZoom;
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m[0][0] = 2/w;
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m[1][1] = 2/h;
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m[2][2] = 1/(m_fNearClip-m_fFarClip);
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m[2][3] = m_fNearClip/(m_fNearClip-m_fFarClip);
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m[3][3] = 1;
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}
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else
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{
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// same as D3DXMatrixPerspectiveRH
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float w = 2 * m_fNearClip * tan( m_fHorizontalFOV * M_PI / 360.0 );
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float h = ( w * float(m_nViewHeight) ) / float(m_nViewWidth);
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m[0][0] = 2*m_fNearClip/w;
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m[1][1] = 2*m_fNearClip/h;
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m[2][2] = m_fFarClip/(m_fNearClip-m_fFarClip);
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m[2][3] = (m_fNearClip*m_fFarClip)/(m_fNearClip-m_fFarClip);
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m[3][2] = -1;
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}
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m_ViewProjMatrix = m_ProjMatrix * m_ViewMatrix;
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m_ViewProjMatrix.InverseGeneral( m_InvViewProjMatrix );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Sets the distance from the camera to the near clipping plane in world units.
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//-----------------------------------------------------------------------------
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void CCamera::SetNearClip(float fNearClip)
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{
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if ( m_fNearClip != fNearClip )
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{
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m_fNearClip = fNearClip;
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BuildProjMatrix();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Sets the distance from the camera to the far clipping plane in world units.
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//-----------------------------------------------------------------------------
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void CCamera::SetFarClip(float fFarClip)
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{
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if ( m_fFarClip != fFarClip )
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{
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m_fFarClip = fFarClip;
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BuildProjMatrix();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Sets the pitch in degrees, from [MIN_PITCH..MAX_PITCH]
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//-----------------------------------------------------------------------------
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void CCamera::SetPitch(float fDegrees)
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{
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if (m_fPitch != fDegrees)
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{
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m_fPitch = fDegrees;
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if (m_fPitch > MAX_PITCH)
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{
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m_fPitch = MAX_PITCH;
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}
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else if (m_fPitch < MIN_PITCH)
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{
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m_fPitch = MIN_PITCH;
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}
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BuildViewMatrix();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Sets the roll in degrees, from [0..360)
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//-----------------------------------------------------------------------------
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void CCamera::SetRoll(float fDegrees)
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{
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while (fDegrees >= 360)
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{
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fDegrees -= 360;
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}
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while (fDegrees < 0)
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{
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fDegrees += 360;
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}
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if (m_fRoll != fDegrees)
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{
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m_fRoll = fDegrees;
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BuildViewMatrix();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Sets the yaw in degrees, from [0..360)
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//-----------------------------------------------------------------------------
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void CCamera::SetYaw(float fDegrees)
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{
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while (fDegrees >= 360)
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{
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fDegrees -= 360;
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}
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while (fDegrees < 0)
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{
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fDegrees += 360;
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}
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if (m_fYaw != fDegrees)
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{
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m_fYaw = fDegrees;
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BuildViewMatrix();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Sets the view point.
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//-----------------------------------------------------------------------------
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void CCamera::SetViewPoint(const Vector &ViewPoint)
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{
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if ( m_ViewPoint != ViewPoint )
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{
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m_ViewPoint = ViewPoint;
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BuildViewMatrix();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Sets the camera target, rebuilding the view matrix.
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// Input : ViewTarget - the point in world space that the camera should look at.
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//-----------------------------------------------------------------------------
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void CCamera::SetViewTarget(const Vector &ViewTarget)
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{
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Vector ViewOrigin;
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Vector ViewForward;
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GetViewPoint( ViewOrigin );
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VectorSubtract(ViewTarget, ViewOrigin, ViewForward);
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VectorNormalize(ViewForward);
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//
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// Ideally we could replace the math below with standard VectorAngles stuff, but Hammer
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// camera matrices use a different convention from QAngle (sadly).
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//
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float fYaw = RAD2DEG(atan2(ViewForward[0], ViewForward[1]));
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SetYaw(fYaw);
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float fPitch = -RAD2DEG(asin(ViewForward[2]));
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SetPitch(fPitch);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Pitches the camera forward axis toward the camera's down axis a
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// given number of degrees.
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//-----------------------------------------------------------------------------
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void CCamera::Pitch(float fDegrees)
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{
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if (fDegrees != 0)
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{
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float fPitch = GetPitch();
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fPitch += fDegrees;
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SetPitch(fPitch);
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Rolls the camera's right axis toward the camera's up axis a given
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// number of degrees.
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//-----------------------------------------------------------------------------
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void CCamera::Roll(float fDegrees)
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{
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if (fDegrees != 0)
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{
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float fRoll = GetRoll();
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fRoll += fDegrees;
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SetRoll(fRoll);
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Yaws the camera's forward axis toward the camera's right axis a
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// given number of degrees.
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//-----------------------------------------------------------------------------
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void CCamera::Yaw(float fDegrees)
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{
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if (fDegrees != 0)
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{
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float fYaw = GetYaw();
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fYaw += fDegrees;
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SetYaw(fYaw);
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Loads the given matrix with an identity matrix.
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// Input : Matrix - 4 x 4 matrix to be loaded with the identity matrix.
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//-----------------------------------------------------------------------------
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void CCamera::CameraIdentityMatrix(VMatrix& Matrix)
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{
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// This function produces a transform which transforms from
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// material system camera space to quake camera space
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// Camera right axis lies along the world X axis.
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Matrix[CAMERA_RIGHT][0] = 1;
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Matrix[CAMERA_RIGHT][1] = 0;
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Matrix[CAMERA_RIGHT][2] = 0;
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Matrix[CAMERA_RIGHT][3] = 0;
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// Camera up axis lies along the world Z axis.
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Matrix[CAMERA_UP][0] = 0;
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Matrix[CAMERA_UP][1] = 0;
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Matrix[CAMERA_UP][2] = 1;
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Matrix[CAMERA_UP][3] = 0;
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// Camera forward axis lies along the negative world Y axis.
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Matrix[CAMERA_FORWARD][0] = 0;
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Matrix[CAMERA_FORWARD][1] = -1;
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Matrix[CAMERA_FORWARD][2] = 0;
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Matrix[CAMERA_FORWARD][3] = 0;
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Matrix[CAMERA_ORIGIN][0] = 0;
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Matrix[CAMERA_ORIGIN][1] = 0;
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Matrix[CAMERA_ORIGIN][2] = 0;
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Matrix[CAMERA_ORIGIN][3] = 1;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Generates a view matrix based on our current yaw, pitch, and roll.
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// The view matrix does not consider FOV or clip plane distances.
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//-----------------------------------------------------------------------------
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void CCamera::BuildViewMatrix()
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{
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// The camera transformation is produced by multiplying roll * yaw * pitch.
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// This will transform a point from world space into quake camera space,
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// which is exactly what we want for our view matrix. However, quake
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// camera space isn't the same as material system camera space, so
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// we're going to have to apply a transformation that goes from quake
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// camera space to material system camera space.
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CameraIdentityMatrix( m_ViewMatrix );
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RotateAroundAxis(m_ViewMatrix, m_fPitch, 0 );
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RotateAroundAxis(m_ViewMatrix, m_fRoll, 1);
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RotateAroundAxis(m_ViewMatrix, m_fYaw, 2);
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// Translate the viewpoint to the world origin.
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VMatrix TempMatrix;
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TempMatrix.Identity();
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TempMatrix.SetTranslation( -m_ViewPoint );
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m_ViewMatrix = m_ViewMatrix * TempMatrix;
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m_ViewProjMatrix = m_ProjMatrix * m_ViewMatrix;
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m_ViewProjMatrix.InverseGeneral( m_InvViewProjMatrix );
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}
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|
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//-----------------------------------------------------------------------------
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|
// Purpose:
|
|
// Input : Matrix -
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|
//-----------------------------------------------------------------------------
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|
void CCamera::GetViewMatrix(VMatrix& Matrix)
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|
{
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Matrix = m_ViewMatrix;
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|
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|
}
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|
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void CCamera::GetProjMatrix(VMatrix& Matrix)
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|
{
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|
Matrix = m_ProjMatrix;
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|
}
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|
|
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|
//-----------------------------------------------------------------------------
|
|
// Purpose: Sets the view matrix of the current projection
|
|
// Output : Matrix - the matrix to store the current projection matrix
|
|
//-----------------------------------------------------------------------------
|
|
void CCamera::GetViewProjMatrix( VMatrix &Matrix )
|
|
{
|
|
Matrix = m_ViewProjMatrix;
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|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: to set the zoom in the orthographic gl view
|
|
// Input: fScale - the zoom scale
|
|
//-----------------------------------------------------------------------------
|
|
void CCamera::SetZoom( float fScale )
|
|
{
|
|
if ( m_fZoom != fScale )
|
|
{
|
|
m_fZoom = fScale;
|
|
BuildProjMatrix();
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: to accumulate the zoom in the orthographic gl view
|
|
// Input: fScale - the zoom scale
|
|
//-----------------------------------------------------------------------------
|
|
void CCamera::Zoom( float fScale )
|
|
{
|
|
m_fZoom += fScale;
|
|
|
|
// don't zoom negative
|
|
if( m_fZoom < 0.00001f )
|
|
m_fZoom = 0.00001f;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: to get the zoom in the orthographic gl view
|
|
// Output: return the zoom scale
|
|
//-----------------------------------------------------------------------------
|
|
float CCamera::GetZoom( void )
|
|
{
|
|
return m_fZoom;
|
|
}
|
|
|
|
void CCamera::WorldToView( const Vector& vWorld, Vector2D &vView )
|
|
{
|
|
Vector vView3D;
|
|
|
|
Vector3DMultiplyPositionProjective( m_ViewProjMatrix, vWorld, vView3D );
|
|
|
|
// NOTE: The negative sign on y is because wc wants to think about screen
|
|
// coordinates in a different way than the material system
|
|
vView.x = 0.5 * (vView3D.x + 1.0) * m_nViewWidth;
|
|
vView.y = 0.5 * (-vView3D.y + 1.0) * m_nViewHeight;
|
|
}
|
|
|
|
void CCamera::ViewToWorld( const Vector2D &vView, Vector& vWorld)
|
|
{
|
|
Vector vView3D;
|
|
|
|
vView3D.x = 2.0 * vView.x / m_nViewWidth - 1;
|
|
vView3D.y = -2.0 * vView.y / m_nViewHeight + 1;
|
|
vView3D.z = 0;
|
|
|
|
Vector3DMultiplyPositionProjective( m_InvViewProjMatrix, vView3D, vWorld );
|
|
}
|
|
|
|
void CCamera::BuildRay( const Vector2D &vView, Vector& vStart, Vector& vEnd )
|
|
{
|
|
// Find the point they clicked on in world coordinates. It lies on the near
|
|
// clipping plane.
|
|
Vector vClickPoint;
|
|
ViewToWorld(vView, vClickPoint );
|
|
|
|
// Build a ray from the viewpoint through the point on the near clipping plane.
|
|
Vector vRay = vClickPoint - m_ViewPoint;
|
|
VectorNormalize( vRay );
|
|
|
|
vStart = m_ViewPoint;
|
|
vEnd = vStart + vRay * 99999;
|
|
}
|
|
|
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|