1 | /* Copyright (C) 2021 Wildfire Games.
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2 | * This file is part of 0 A.D.
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3 | *
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4 | * 0 A.D. is free software: you can redistribute it and/or modify
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5 | * it under the terms of the GNU General Public License as published by
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6 | * the Free Software Foundation, either version 2 of the License, or
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7 | * (at your option) any later version.
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8 | *
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9 | * 0 A.D. is distributed in the hope that it will be useful,
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10 | * but WITHOUT ANY WARRANTY; without even the implied warranty of
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11 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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12 | * GNU General Public License for more details.
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13 | *
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14 | * You should have received a copy of the GNU General Public License
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15 | * along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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16 | */
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17 |
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18 | /*
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19 | * CCamera holds a view and a projection matrix. It also has a frustum
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20 | * which can be used to cull objects for rendering.
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21 | */
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22 |
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23 | #include "precompiled.h"
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24 |
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25 | #include "Camera.h"
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26 |
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27 | #include "graphics/HFTracer.h"
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28 | #include "graphics/Terrain.h"
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29 | #include "lib/ogl.h"
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30 | #include "maths/MathUtil.h"
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31 | #include "maths/Vector4D.h"
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32 | #include "ps/Game.h"
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33 | #include "ps/World.h"
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34 | #include "renderer/Renderer.h"
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35 | #include "renderer/WaterManager.h"
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36 |
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37 | CCamera::CCamera()
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38 | {
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39 | // Set viewport to something anything should handle, but should be initialised
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40 | // to window size before use.
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41 | m_ViewPort.m_X = 0;
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42 | m_ViewPort.m_Y = 0;
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43 | m_ViewPort.m_Width = 800;
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44 | m_ViewPort.m_Height = 600;
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45 | }
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46 |
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47 | CCamera::~CCamera() = default;
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48 |
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49 | void CCamera::SetProjection(const CMatrix3D& matrix)
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50 | {
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51 | m_ProjType = ProjectionType::CUSTOM;
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52 | m_ProjMat = matrix;
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53 | }
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54 |
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55 | void CCamera::SetProjectionFromCamera(const CCamera& camera)
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56 | {
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57 | m_ProjType = camera.m_ProjType;
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58 | m_NearPlane = camera.m_NearPlane;
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59 | m_FarPlane = camera.m_FarPlane;
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60 | if (m_ProjType == ProjectionType::PERSPECTIVE)
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61 | {
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62 | m_FOV = camera.m_FOV;
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63 | }
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64 | else if (m_ProjType == ProjectionType::ORTHO)
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65 | {
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66 | m_OrthoScale = camera.m_OrthoScale;
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67 | }
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68 | m_ProjMat = camera.m_ProjMat;
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69 | }
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70 |
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71 | void CCamera::SetOrthoProjection(float nearp, float farp, float scale)
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72 | {
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73 | m_ProjType = ProjectionType::ORTHO;
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74 | m_NearPlane = nearp;
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75 | m_FarPlane = farp;
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76 | m_OrthoScale = scale;
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77 |
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78 | const float halfHeight = 0.5f * m_OrthoScale;
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79 | const float halfWidth = halfHeight * GetAspectRatio();
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80 | m_ProjMat.SetOrtho(-halfWidth, halfWidth, -halfHeight, halfHeight, m_NearPlane, m_FarPlane);
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81 | }
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82 |
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83 | void CCamera::SetPerspectiveProjection(float nearp, float farp, float fov)
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84 | {
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85 | m_ProjType = ProjectionType::PERSPECTIVE;
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86 | m_NearPlane = nearp;
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87 | m_FarPlane = farp;
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88 | m_FOV = fov;
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89 |
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90 | m_ProjMat.SetPerspective(m_FOV, GetAspectRatio(), m_NearPlane, m_FarPlane);
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91 | }
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92 |
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93 | // Updates the frustum planes. Should be called
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94 | // everytime the view or projection matrices are
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95 | // altered.
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96 | void CCamera::UpdateFrustum(const CBoundingBoxAligned& scissor)
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97 | {
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98 | CMatrix3D MatFinal;
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99 | CMatrix3D MatView;
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100 |
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101 | m_Orientation.GetInverse(MatView);
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102 |
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103 | MatFinal = m_ProjMat * MatView;
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104 |
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105 | m_ViewFrustum.SetNumPlanes(6);
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106 |
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107 | // get the RIGHT plane
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108 | m_ViewFrustum[0].m_Norm.X = scissor[1].X*MatFinal._41 - MatFinal._11;
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109 | m_ViewFrustum[0].m_Norm.Y = scissor[1].X*MatFinal._42 - MatFinal._12;
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110 | m_ViewFrustum[0].m_Norm.Z = scissor[1].X*MatFinal._43 - MatFinal._13;
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111 | m_ViewFrustum[0].m_Dist = scissor[1].X*MatFinal._44 - MatFinal._14;
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112 |
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113 | // get the LEFT plane
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114 | m_ViewFrustum[1].m_Norm.X = -scissor[0].X*MatFinal._41 + MatFinal._11;
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115 | m_ViewFrustum[1].m_Norm.Y = -scissor[0].X*MatFinal._42 + MatFinal._12;
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116 | m_ViewFrustum[1].m_Norm.Z = -scissor[0].X*MatFinal._43 + MatFinal._13;
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117 | m_ViewFrustum[1].m_Dist = -scissor[0].X*MatFinal._44 + MatFinal._14;
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118 |
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119 | // get the BOTTOM plane
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120 | m_ViewFrustum[2].m_Norm.X = -scissor[0].Y*MatFinal._41 + MatFinal._21;
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121 | m_ViewFrustum[2].m_Norm.Y = -scissor[0].Y*MatFinal._42 + MatFinal._22;
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122 | m_ViewFrustum[2].m_Norm.Z = -scissor[0].Y*MatFinal._43 + MatFinal._23;
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123 | m_ViewFrustum[2].m_Dist = -scissor[0].Y*MatFinal._44 + MatFinal._24;
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124 |
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125 | // get the TOP plane
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126 | m_ViewFrustum[3].m_Norm.X = scissor[1].Y*MatFinal._41 - MatFinal._21;
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127 | m_ViewFrustum[3].m_Norm.Y = scissor[1].Y*MatFinal._42 - MatFinal._22;
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128 | m_ViewFrustum[3].m_Norm.Z = scissor[1].Y*MatFinal._43 - MatFinal._23;
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129 | m_ViewFrustum[3].m_Dist = scissor[1].Y*MatFinal._44 - MatFinal._24;
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130 |
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131 | // get the FAR plane
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132 | m_ViewFrustum[4].m_Norm.X = scissor[1].Z*MatFinal._41 - MatFinal._31;
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133 | m_ViewFrustum[4].m_Norm.Y = scissor[1].Z*MatFinal._42 - MatFinal._32;
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134 | m_ViewFrustum[4].m_Norm.Z = scissor[1].Z*MatFinal._43 - MatFinal._33;
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135 | m_ViewFrustum[4].m_Dist = scissor[1].Z*MatFinal._44 - MatFinal._34;
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136 |
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137 | // get the NEAR plane
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138 | m_ViewFrustum[5].m_Norm.X = -scissor[0].Z*MatFinal._41 + MatFinal._31;
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139 | m_ViewFrustum[5].m_Norm.Y = -scissor[0].Z*MatFinal._42 + MatFinal._32;
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140 | m_ViewFrustum[5].m_Norm.Z = -scissor[0].Z*MatFinal._43 + MatFinal._33;
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141 | m_ViewFrustum[5].m_Dist = -scissor[0].Z*MatFinal._44 + MatFinal._34;
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142 |
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143 | for (size_t i = 0; i < 6; ++i)
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144 | m_ViewFrustum[i].Normalize();
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145 | }
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146 |
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147 | void CCamera::ClipFrustum(const CPlane& clipPlane)
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148 | {
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149 | CPlane normClipPlane = clipPlane;
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150 | normClipPlane.Normalize();
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151 | m_ViewFrustum.AddPlane(normClipPlane);
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152 | }
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153 |
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154 | void CCamera::SetViewPort(const SViewPort& viewport)
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155 | {
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156 | m_ViewPort.m_X = viewport.m_X;
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157 | m_ViewPort.m_Y = viewport.m_Y;
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158 | m_ViewPort.m_Width = viewport.m_Width;
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159 | m_ViewPort.m_Height = viewport.m_Height;
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160 | }
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161 |
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162 | float CCamera::GetAspectRatio() const
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163 | {
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164 | return static_cast<float>(m_ViewPort.m_Width) / static_cast<float>(m_ViewPort.m_Height);
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165 | }
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166 |
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167 | void CCamera::GetViewQuad(float dist, Quad& quad) const
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168 | {
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169 | ENSURE(m_ProjType == ProjectionType::PERSPECTIVE || m_ProjType == ProjectionType::ORTHO);
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170 |
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171 | const float y = m_ProjType == ProjectionType::PERSPECTIVE ? dist * tanf(m_FOV * 0.5f) : m_OrthoScale * 0.5f;
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172 | const float x = y * GetAspectRatio();
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173 |
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174 | quad[0].X = -x;
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175 | quad[0].Y = -y;
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176 | quad[0].Z = dist;
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177 | quad[1].X = x;
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178 | quad[1].Y = -y;
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179 | quad[1].Z = dist;
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180 | quad[2].X = x;
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181 | quad[2].Y = y;
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182 | quad[2].Z = dist;
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183 | quad[3].X = -x;
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184 | quad[3].Y = y;
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185 | quad[3].Z = dist;
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186 | }
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187 |
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188 | void CCamera::BuildCameraRay(int px, int py, CVector3D& origin, CVector3D& dir) const
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189 | {
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190 | ENSURE(m_ProjType == ProjectionType::PERSPECTIVE || m_ProjType == ProjectionType::ORTHO);
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191 |
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192 | // Coordinates relative to the camera plane.
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193 | const float dx = static_cast<float>(px) / m_ViewPort.m_Width;
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194 | const float dy = 1.0f - static_cast<float>(py) / m_ViewPort.m_Height;
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195 |
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196 | Quad points;
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197 | GetViewQuad(m_FarPlane, points);
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198 |
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199 | // Transform from camera space to world space.
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200 | for (CVector3D& point : points)
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201 | point = m_Orientation.Transform(point);
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202 |
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203 | // Get world space position of mouse point at the far clipping plane.
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204 | const CVector3D basisX = points[1] - points[0];
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205 | const CVector3D basisY = points[3] - points[0];
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206 |
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207 | if (m_ProjType == ProjectionType::PERSPECTIVE)
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208 | {
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209 | // Build direction for the camera origin to the target point.
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210 | origin = m_Orientation.GetTranslation();
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211 | CVector3D targetPoint = points[0] + (basisX * dx) + (basisY * dy);
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212 | dir = targetPoint - origin;
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213 | }
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214 | else if (m_ProjType == ProjectionType::ORTHO)
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215 | {
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216 | origin = m_Orientation.GetTranslation() + (basisX * (dx - 0.5f)) + (basisY * (dy - 0.5f));
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217 | dir = m_Orientation.GetIn();
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218 | }
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219 | dir.Normalize();
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220 | }
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221 |
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222 | void CCamera::GetScreenCoordinates(const CVector3D& world, float& x, float& y) const
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223 | {
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224 | CMatrix3D transform = m_ProjMat * m_Orientation.GetInverse();
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225 |
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226 | CVector4D screenspace = transform.Transform(CVector4D(world.X, world.Y, world.Z, 1.0f));
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227 |
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228 | x = screenspace.X / screenspace.W;
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229 | y = screenspace.Y / screenspace.W;
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230 | x = (x + 1) * 0.5f * m_ViewPort.m_Width;
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231 | y = (1 - y) * 0.5f * m_ViewPort.m_Height;
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232 | }
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233 |
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234 | CVector3D CCamera::GetWorldCoordinates(int px, int py, bool aboveWater) const
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235 | {
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236 | CHFTracer tracer(g_Game->GetWorld()->GetTerrain());
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237 | int x, z;
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238 | CVector3D origin, dir, delta, terrainPoint, waterPoint;
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239 |
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240 | BuildCameraRay(px, py, origin, dir);
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241 |
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242 | bool gotTerrain = tracer.RayIntersect(origin, dir, x, z, terrainPoint);
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243 |
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244 | if (!aboveWater)
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245 | {
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246 | if (gotTerrain)
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247 | return terrainPoint;
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248 |
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249 | // Off the edge of the world?
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250 | // Work out where it /would/ hit, if the map were extended out to infinity with average height.
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251 | return GetWorldCoordinates(px, py, 50.0f);
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252 | }
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253 |
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254 | CPlane plane;
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255 | plane.Set(CVector3D(0.f, 1.f, 0.f), // upwards normal
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256 | CVector3D(0.f, g_Renderer.GetWaterManager()->m_WaterHeight, 0.f)); // passes through water plane
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257 |
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258 | bool gotWater = plane.FindRayIntersection( origin, dir, &waterPoint );
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259 |
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260 | // Clamp the water intersection to within the map's bounds, so that
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261 | // we'll always return a valid position on the map
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262 | ssize_t mapSize = g_Game->GetWorld()->GetTerrain()->GetVerticesPerSide();
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263 | if (gotWater)
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264 | {
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265 | waterPoint.X = Clamp<float>(waterPoint.X, 0.f, (mapSize - 1) * TERRAIN_TILE_SIZE);
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266 | waterPoint.Z = Clamp<float>(waterPoint.Z, 0.f, (mapSize - 1) * TERRAIN_TILE_SIZE);
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267 | }
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268 |
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269 | if (gotTerrain)
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270 | {
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271 | if (gotWater)
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272 | {
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273 | // Intersecting both heightmap and water plane; choose the closest of those
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274 | if ((origin - terrainPoint).LengthSquared() < (origin - waterPoint).LengthSquared())
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275 | return terrainPoint;
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276 | else
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277 | return waterPoint;
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278 | }
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279 | else
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280 | {
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281 | // Intersecting heightmap but parallel to water plane
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282 | return terrainPoint;
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283 | }
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284 | }
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285 | else
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286 | {
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287 | if (gotWater)
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288 | {
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289 | // Only intersecting water plane
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290 | return waterPoint;
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291 | }
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292 | else
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293 | {
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294 | // Not intersecting terrain or water; just return 0,0,0.
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295 | return CVector3D(0.f, 0.f, 0.f);
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296 | }
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297 | }
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298 |
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299 | }
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300 |
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301 | CVector3D CCamera::GetWorldCoordinates(int px, int py, float h) const
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302 | {
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303 | CPlane plane;
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304 | plane.Set(CVector3D(0.f, 1.f, 0.f), CVector3D(0.f, h, 0.f)); // upwards normal, passes through h
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305 |
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306 | CVector3D origin, dir, delta, currentTarget;
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307 |
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308 | BuildCameraRay(px, py, origin, dir);
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309 |
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310 | if (plane.FindRayIntersection(origin, dir, ¤tTarget))
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311 | return currentTarget;
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312 |
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313 | // No intersection with the infinite plane - nothing sensible can be returned,
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314 | // so just choose an arbitrary point on the plane
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315 | return CVector3D(0.f, h, 0.f);
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316 | }
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317 |
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318 | CVector3D CCamera::GetFocus() const
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319 | {
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320 | // Basically the same as GetWorldCoordinates
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321 |
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322 | CHFTracer tracer(g_Game->GetWorld()->GetTerrain());
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323 | int x, z;
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324 |
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325 | CVector3D origin, dir, delta, terrainPoint, waterPoint;
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326 |
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327 | origin = m_Orientation.GetTranslation();
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328 | dir = m_Orientation.GetIn();
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329 |
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330 | bool gotTerrain = tracer.RayIntersect(origin, dir, x, z, terrainPoint);
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331 |
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332 | CPlane plane;
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333 | plane.Set(CVector3D(0.f, 1.f, 0.f), // upwards normal
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334 | CVector3D(0.f, g_Renderer.GetWaterManager()->m_WaterHeight, 0.f)); // passes through water plane
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335 |
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336 | bool gotWater = plane.FindRayIntersection( origin, dir, &waterPoint );
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337 |
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338 | // Clamp the water intersection to within the map's bounds, so that
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339 | // we'll always return a valid position on the map
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340 | ssize_t mapSize = g_Game->GetWorld()->GetTerrain()->GetVerticesPerSide();
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341 | if (gotWater)
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342 | {
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343 | waterPoint.X = Clamp<float>(waterPoint.X, 0.f, (mapSize - 1) * TERRAIN_TILE_SIZE);
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344 | waterPoint.Z = Clamp<float>(waterPoint.Z, 0.f, (mapSize - 1) * TERRAIN_TILE_SIZE);
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345 | }
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346 |
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347 | if (gotTerrain)
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348 | {
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349 | if (gotWater)
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350 | {
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351 | // Intersecting both heightmap and water plane; choose the closest of those
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352 | if ((origin - terrainPoint).LengthSquared() < (origin - waterPoint).LengthSquared())
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353 | return terrainPoint;
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354 | else
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355 | return waterPoint;
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356 | }
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357 | else
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358 | {
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359 | // Intersecting heightmap but parallel to water plane
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360 | return terrainPoint;
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361 | }
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362 | }
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363 | else
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364 | {
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365 | if (gotWater)
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366 | {
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367 | // Only intersecting water plane
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368 | return waterPoint;
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369 | }
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370 | else
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371 | {
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372 | // Not intersecting terrain or water; just return 0,0,0.
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373 | return CVector3D(0.f, 0.f, 0.f);
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374 | }
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375 | }
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376 | }
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377 |
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378 | void CCamera::LookAt(const CVector3D& camera, const CVector3D& focus, const CVector3D& up)
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379 | {
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380 | CVector3D delta = focus - camera;
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381 | LookAlong(camera, delta, up);
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382 | }
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383 |
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384 | void CCamera::LookAlong(const CVector3D& camera, CVector3D orientation, CVector3D up)
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385 | {
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386 | orientation.Normalize();
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387 | up.Normalize();
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388 | CVector3D s = orientation.Cross(up);
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389 |
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390 | m_Orientation._11 = -s.X; m_Orientation._12 = up.X; m_Orientation._13 = orientation.X; m_Orientation._14 = camera.X;
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391 | m_Orientation._21 = -s.Y; m_Orientation._22 = up.Y; m_Orientation._23 = orientation.Y; m_Orientation._24 = camera.Y;
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392 | m_Orientation._31 = -s.Z; m_Orientation._32 = up.Z; m_Orientation._33 = orientation.Z; m_Orientation._34 = camera.Z;
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393 | m_Orientation._41 = 0.0f; m_Orientation._42 = 0.0f; m_Orientation._43 = 0.0f; m_Orientation._44 = 1.0f;
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394 | }
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