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Initial commit of existing code.
* All renderdoc code up to this point was written by me, history is available by request
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/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2014 Crytek
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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******************************************************************************/
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#include <string.h>
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#include <math.h>
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#include "camera.h"
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#include "matrix.h"
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void Camera::Arcball(float dist, Vec3f rot)
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{
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pos = Vec3f(0.0f, 0.0f, dist);
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order = ORDER_ROT_TRANS;
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angles.x = rot.x;
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angles.y = rot.y;
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}
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void Camera::fpsLook(Vec3f p, Vec3f rot)
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{
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pos = -p;
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angles.x = -rot.x;
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angles.y = -rot.y;
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order = ORDER_TRANS_ROT;
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}
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const Matrix4f Camera::GetMatrix()
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{
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Matrix4f p = Matrix4f::Translation(pos);
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Matrix4f r = Matrix4f::RotationXYZ(angles);
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if(order == ORDER_TRANS_ROT)
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return r.Mul(p);
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return p.Mul(r);
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}
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const Vec3f Camera::GetPosition()
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{
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return GetMatrix().GetPosition();
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}
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const Vec3f Camera::GetForward()
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{
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return Matrix4f::RotationZYX(-angles).GetForward();
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}
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const Vec3f Camera::GetRight()
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{
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return Matrix4f::RotationZYX(-angles).GetRight();
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}
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