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										 |  |  | /*************************************************************************/ | 
					
						
							|  |  |  | /*  camera_matrix.h                                                      */ | 
					
						
							|  |  |  | /*************************************************************************/ | 
					
						
							|  |  |  | /*                       This file is part of:                           */ | 
					
						
							|  |  |  | /*                           GODOT ENGINE                                */ | 
					
						
							|  |  |  | /*                    http://www.godotengine.org                         */ | 
					
						
							|  |  |  | /*************************************************************************/ | 
					
						
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										 |  |  | /* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur.                 */ | 
					
						
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										 |  |  | /*                                                                       */ | 
					
						
							|  |  |  | /* Permission is hereby granted, free of charge, to any person obtaining */ | 
					
						
							|  |  |  | /* a copy of this software and associated documentation files (the       */ | 
					
						
							|  |  |  | /* "Software"), to deal in the Software without restriction, including   */ | 
					
						
							|  |  |  | /* without limitation the rights to use, copy, modify, merge, publish,   */ | 
					
						
							|  |  |  | /* distribute, sublicense, and/or sell copies of the Software, and to    */ | 
					
						
							|  |  |  | /* permit persons to whom the Software is furnished to do so, subject to */ | 
					
						
							|  |  |  | /* the following conditions:                                             */ | 
					
						
							|  |  |  | /*                                                                       */ | 
					
						
							|  |  |  | /* The above copyright notice and this permission notice shall be        */ | 
					
						
							|  |  |  | /* included in all copies or substantial portions of the Software.       */ | 
					
						
							|  |  |  | /*                                                                       */ | 
					
						
							|  |  |  | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */ | 
					
						
							|  |  |  | /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */ | 
					
						
							|  |  |  | /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ | 
					
						
							|  |  |  | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */ | 
					
						
							|  |  |  | /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */ | 
					
						
							|  |  |  | /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */ | 
					
						
							|  |  |  | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */ | 
					
						
							|  |  |  | /*************************************************************************/ | 
					
						
							|  |  |  | #ifndef CAMERA_MATRIX_H
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							|  |  |  | #define CAMERA_MATRIX_H
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							|  |  |  | #include "transform.h"
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							|  |  |  | /**
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							|  |  |  | 	@author Juan Linietsky <reduzio@gmail.com> | 
					
						
							|  |  |  | */ | 
					
						
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							|  |  |  | struct CameraMatrix { | 
					
						
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							|  |  |  | 	enum Planes { | 
					
						
							|  |  |  | 		PLANE_NEAR, | 
					
						
							|  |  |  | 		PLANE_FAR, | 
					
						
							|  |  |  | 		PLANE_LEFT, | 
					
						
							|  |  |  | 		PLANE_TOP, | 
					
						
							|  |  |  | 		PLANE_RIGHT, | 
					
						
							|  |  |  | 		PLANE_BOTTOM | 
					
						
							|  |  |  | 	}; | 
					
						
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							|  |  |  |  	float matrix[4][4]; | 
					
						
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										 |  |  | 	void set_identity(); | 
					
						
							|  |  |  | 	void set_zero(); | 
					
						
							|  |  |  | 	void set_light_bias(); | 
					
						
							|  |  |  | 	void set_perspective(float p_fovy_degrees, float p_aspect, float p_z_near, float p_z_far,bool p_flip_fov=false); | 
					
						
							|  |  |  | 	void set_orthogonal(float p_left, float p_right, float p_bottom, float p_top,  float p_znear, float p_zfar); | 
					
						
							|  |  |  | 	void set_orthogonal(float p_size, float p_aspect, float p_znear, float p_zfar,bool p_flip_fov=false); | 
					
						
							|  |  |  | 	void set_frustum(float p_left, float p_right, float p_bottom, float p_top, float p_near, float p_far); | 
					
						
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							|  |  |  | 	static float get_fovy(float p_fovx,float p_aspect) { | 
					
						
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										 |  |  | 		return Math::rad2deg(Math::atan(p_aspect * Math::tan(Math::deg2rad(p_fovx) * 0.5))*2.0); | 
					
						
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										 |  |  | 	} | 
					
						
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							|  |  |  | 	float get_z_far() const; | 
					
						
							|  |  |  | 	float get_z_near() const; | 
					
						
							|  |  |  | 	float get_aspect() const; | 
					
						
							|  |  |  | 	float get_fov() const; | 
					
						
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										 |  |  | 	Vector<Plane> get_projection_planes(const Transform& p_transform) const; | 
					
						
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										 |  |  | 	bool get_endpoints(const Transform& p_transform,Vector3 *p_8points) const; | 
					
						
							|  |  |  | 	void get_viewport_size(float& r_width, float& r_height) const; | 
					
						
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										 |  |  | 	void invert(); | 
					
						
							|  |  |  | 	CameraMatrix inverse() const; | 
					
						
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							|  |  |  | 	CameraMatrix operator*(const CameraMatrix& p_matrix) const; | 
					
						
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							|  |  |  | 	Plane xform4(const Plane& p_vec4); | 
					
						
							|  |  |  | 	_FORCE_INLINE_ Vector3 xform(const Vector3& p_vec3) const; | 
					
						
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										 |  |  | 	operator String() const; | 
					
						
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							|  |  |  | 	void scale_translate_to_fit(const AABB& p_aabb); | 
					
						
							|  |  |  | 	void make_scale(const Vector3 &p_scale); | 
					
						
							|  |  |  | 	operator Transform() const; | 
					
						
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										 |  |  | 	CameraMatrix(); | 
					
						
							|  |  |  | 	CameraMatrix(const Transform& p_transform); | 
					
						
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										 |  |  | 	~CameraMatrix(); | 
					
						
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							|  |  |  | }; | 
					
						
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							|  |  |  | Vector3 CameraMatrix::xform(const Vector3& p_vec3) const { | 
					
						
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							|  |  |  | 	Vector3 ret; | 
					
						
							|  |  |  | 	ret.x = matrix[0][0] * p_vec3.x + matrix[1][0] * p_vec3.y + matrix[2][0] * p_vec3.z + matrix[3][0]; | 
					
						
							|  |  |  | 	ret.y = matrix[0][1] * p_vec3.x + matrix[1][1] * p_vec3.y + matrix[2][1] * p_vec3.z + matrix[3][1]; | 
					
						
							|  |  |  | 	ret.z = matrix[0][2] * p_vec3.x + matrix[1][2] * p_vec3.y + matrix[2][2] * p_vec3.z + matrix[3][2]; | 
					
						
							|  |  |  | 	float w = matrix[0][3] * p_vec3.x + matrix[1][3] * p_vec3.y + matrix[2][3] * p_vec3.z + matrix[3][3]; | 
					
						
							|  |  |  | 	return ret/w; | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | #endif
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