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1 #include <math.h>
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2 #include "SceneGraphRoot.h"
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3 #include "Camera.h"
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4 #include "sys.h"
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5 #include "Scheduler.h"
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6 #include "TaskManager.h"
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7
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8 //static SceneGraphRoot *sgroot;
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9
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10 #if 1
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11 static void
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12 camera_move(SceneGraphPtr _node, void *sgroot_, int screen_w, int screen_h)
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13 {
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14 SceneGraphRoot *sgroot = (SceneGraphRoot *)sgroot_;
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15 Pad *pad = sgroot->getController();
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16 CameraPtr node = (CameraPtr)_node;
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17
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18 #if 0
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19 if (pad->right.isHold()) {
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20 node->xyz[0] += 10.0f;
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21 } else if (pad->left.isHold()) {
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22 node->xyz[0] -= 10.0f;
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23 }
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24
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25 if (pad->up.isPush() || pad->up.isHold()) {
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26 node->xyz[1] -= 2.0f;
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27 } else if (pad->down.isPush() || pad->down.isHold()) {
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28 node->xyz[1] += 2.0f;
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29 }
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30 #endif
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31
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32 /*
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33 * ここに show_dma_wait 表示をいれようか
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34 */
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35
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36 /*
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37 if (pad->r1.isPush()) {
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38 show_time(manager);
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39 }
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40 */
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41
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42 if (pad->r1.isPush() || pad->r1.isHold()) {
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43 node->xyz[2] += 10.0f;
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44 } else if (pad->l1.isPush() || pad->l1.isHold()) {
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45 node->xyz[2] -= 10.0f;
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46 }
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47
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48 if (pad->r2.isHold()) {
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49 if (node->zd[0] <= 1.0f) {
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50 node->zd[0] += 0.02f;
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51 }
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52 if (node->zd[2] >= 0.0f) {
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53 node->zd[2] -= 0.02f;
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54 }
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55 } else if (pad->l2.isHold()) {
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56 if (node->zd[0] > -1.0f) {
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57 node->zd[0] -= -0.02f;
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58 }
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59 if (node->zd[2] >= 0.0f) {
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60 node->zd[2] -= 0.02f;
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61 }
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62 } else {
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63 node->zd[0] = 0.0f;
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64 node->zd[2] = 1.0f;
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65 }
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66
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67 }
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68 #endif
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69
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70 #if 0
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71 static void
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72 Camera::camera_move(SceneGraphPtr _node, int screen_w, int screen_h)
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73 {
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74 Pad *pad = sgroot->getController();
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75 CameraPtr node = (CameraPtr)_node;
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76
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77 if (pad->r1.isPush() || pad->r1.isHold()) {
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78 node->xyz[2] += 10.0f;
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79 } else if (pad->l1.isPush() || pad->l1.isHold()) {
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80 node->xyz[2] -= 10.0f;
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81 }
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82
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83 if (pad->r2.isHold()) {
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84 if (node->zd[0] <= 1.0f) {
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85 node->zd[0] += 0.02f;
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86 }
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87 if (node->zd[2] >= 0.0f) {
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88 node->zd[2] -= 0.02f;
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89 }
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90 } else if (pad->l2.isHold()) {
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91 if (node->zd[0] > -1.0f) {
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92 node->zd[0] -= -0.02f;
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93 }
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94 if (node->zd[2] >= 0.0f) {
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95 node->zd[2] -= 0.02f;
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96 }
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97 } else {
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98 node->zd[0] = 0.0f;
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99 node->zd[2] = 1.0f;
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100 }
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101
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102 }
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103 #endif
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104
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105 static void
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106 camera_collision(SceneGraphPtr node, void *sgroot_,int screen_w, int screen_h,
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107 SceneGraphPtr tree)
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108 {
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109 }
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110
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111 /**
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112 * @param w Width of screen
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113 * @param h Height of screen
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114 */
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115 Camera::Camera(float w, float h, SceneGraphRoot *sgroot_)
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116 {
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117 name = (char*)"Camera";
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118 sgroot = sgroot_;
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119
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120 fov = 60.0f;
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121 near = 0.0f;
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122 far = 1000.0f;
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123
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124 zd[0] = 0.0f;
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125 zd[1] = 0.0f;
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126 zd[2] = 1.0f;
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127 zd[3] = 1.0f;
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128
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129 yd[0] = 0.0f;
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130 yd[1] = 1.0f;
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131 yd[2] = 0.0f;
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132 yd[3] = 1.0f;
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133
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134 // Screen の真ん中を初期値とする
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135 xyz[0] = w/2.0f;
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136 xyz[1] = h/2.0f;
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137
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138 // min(w, h) がちょうど一杯見えるような z の位置の計算
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139 xyz[2] = -(((xyz[1] < xyz[0]) ? xyz[1] : xyz[0])/tanf((fov/2.0f)*M_PI/180.0f));
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140 //xyz[2] = -200.0f;
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141 xyz[3] = 1.0f;
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142
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143 m_view = new float[16];
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144 m_pers = new float[16];
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145 m_screen = new float[16];
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146
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147 this->set_move_collision(camera_move, camera_collision, (void *)sgroot);
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148
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149 #if SPE_CREATE_POLYGON
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150
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151 #endif
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152
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153 for(int i = 0; i < 16; i++) {
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154 real_matrix[i] = 0;
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155 if (i % 5 == 0) {
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156 real_matrix[i] = 1;
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157 }
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158 }
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159
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160 }
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161
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162 Camera::~Camera(void)
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163 {
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164 delete [] m_view;
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165 delete [] m_pers;
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166 delete [] m_screen;
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167 }
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168
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169 void
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170 Camera::updateView(void)
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171 {
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172 float radx,rady,radz;
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173 float cx[4], cy[4], cz[4], p[4];
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174 float tm[16];
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175
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176 radx = angle[0]*3.14/180;
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177 rady = angle[1]*3.14/180;
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178 radz = angle[2]*3.14/180;
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179
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180 float sinx = sin(radx);
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181 float cosx = cos(radx);
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182 float siny = sin(rady);
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183 float cosy = cos(rady);
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184 float sinz = sin(radz);
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185 float cosz = cos(radz);
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186
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187 /* View Transform */
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188 tm[0] = cosz*cosy+sinz*sinx*siny;
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189 tm[1] = sinz*cosx;
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190 tm[2] = -cosz*siny+sinz*sinx*cosy;
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191 tm[3] = 0.0f;
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192 tm[4] = -sinz*cosy+cosz*sinx*siny;
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193 tm[5] = cosz*cosx;
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194 tm[6] = sinz*siny+cosz*sinx*cosy;
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195 tm[7] = 0.0f;
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196 tm[8] = cosx*siny;
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197 tm[9] = -sinx;
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198 tm[10] = cosx*cosy;
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199 tm[11] = 0.0f;
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200 tm[12] = 0.0f;
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201 tm[13] = 0.0f;
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202 tm[14] = 0.0f;
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203 tm[15] = 1.0f;
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204
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205 applyMatrix(cz, tm, zd);
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206 applyMatrix(cy, tm, yd);
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207 applyMatrix(p, tm, xyz);
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208
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209 outerProduct(cx, cy, cz);
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210 normalize(cx, cx);
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211 normalize(cz, cz);
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212 outerProduct(cy, cz, cx);
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213
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214 m_view[ 0] = cx[0];
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215 m_view[ 1] = cy[0];
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216 m_view[ 2] = cz[0];
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217 m_view[ 3] = 0.0f;
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218
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219 m_view[ 4] = cx[1];
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220 m_view[ 5] = cy[1];
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221 m_view[ 6] = cz[1];
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222 m_view[ 7] = 0.0f;
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223 m_view[ 8] = cx[2];
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224 m_view[ 9] = cy[2];
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225 m_view[10] = cz[2];
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226 m_view[11] = 0.0f;
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227
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228 m_view[12] = innerProduct(xyz, cx)*(-1);
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229 m_view[13] = innerProduct(xyz, cy)*(-1);
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230 m_view[14] = innerProduct(xyz, cz)*(-1);
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231 m_view[15] = 1.0f;
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232 }
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233
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234 void
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235 Camera::updatePerspective(float w, float h)
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236 {
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237 float sx, sy, sz;
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238 float aspect = w/h;
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239
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240 sy = (1.0f/tanf((fov/2.0f)*M_PI/180.0f));
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241 sx = sy/aspect;
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242 //sz = far/(far+near);
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243 sz = far/(far-near);
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244
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245 m_pers[ 0] = sx;
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246 m_pers[ 1] = 0.0f;
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247 m_pers[ 2] = 0.0f;
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248 m_pers[ 3] = 0.0f;
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249
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250 m_pers[ 4] = 0.0f;
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251 m_pers[ 5] = sy;
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252 m_pers[ 6] = 0.0f;
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253 m_pers[ 7] = 0.0f;
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254
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255 m_pers[ 8] = 0.0f;
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256 m_pers[ 9] = 0.0f;
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257 m_pers[10] = sz;
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258 m_pers[11] = 1.0f;
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259
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260 m_pers[12] = 0.0f;
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261 m_pers[13] = 0.0f;
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262 m_pers[14] = -near*sz;
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263 m_pers[15] = 0.0f;
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264 }
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265
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266 void
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267 Camera::updateScreen(float _w, float _h)
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268 {
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269 float w = _w/2.0f;
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270 float h = _h/2.0f;
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271
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272 m_screen[ 0] = w;
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273 m_screen[ 1] = 0.0f;
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274 m_screen[ 2] = 0.0f;
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275 m_screen[ 3] = 0.0f;
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276
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277 m_screen[ 4] = 0.0f;
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278 m_screen[ 5] = h;
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279 m_screen[ 6] = 0.0f;
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280 m_screen[ 7] = 0.0f;
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281
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282 m_screen[ 8] = 0.0f;
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283 m_screen[ 9] = 0.0f;
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284 m_screen[10] = 1.0f;
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285 m_screen[11] = 0.0f;
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286
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287 m_screen[12] = w;
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288 m_screen[13] = h;
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289 m_screen[14] = 0.0f;
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290 m_screen[15] = 1.0f;
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291 }
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292
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293 void
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294 Camera::setCamera(float *pose)
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295 {
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296 //memcpy(xyz, &pose[12], sizeof(float)*4);
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297 }
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298
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299 void
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300 Camera::update(float w, float h)
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301 {
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302 #if 1
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303 float tmp[16];
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304
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305 updateView();
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306 updatePerspective(w, h);
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307 updateScreen(w, h);
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308
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309 matrix4x4(tmp, this->m_pers, this->m_screen);
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310 matrix4x4(this->matrix, this->m_view, tmp);
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311 #else
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312 get_matrix(matrix, angle, xyz, NULL);
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313 #endif
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314 }
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