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263 lines
7.1 KiB
263 lines
7.1 KiB
#pragma once
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#include "CELLMath.hpp"
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namespace CELL
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{
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class CELLCamera
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{
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public:
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float3 _eye;
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float3 _target;
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float3 _up;
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float3 _right;
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float3 _dir;
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matrix4 _matView;
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matrix4 _matProj;
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matrix4 _matWorld;
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float2 _viewSize;
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public:
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CELLCamera(const float3& target = float3(0,0,0),const float3& eye = float3(0,100,100),const float3& right = float3(1,0,0))
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{
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_viewSize = float2(256,256);
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_matView = CELL::matrix4(1);
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_matProj = CELL::matrix4(1);
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_matWorld = CELL::matrix4(1);
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_target = target;
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_eye = eye;
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_dir = normalize(_target - _eye);
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_right = right;
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_up = normalize(cross(_right,_dir));
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}
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~CELLCamera()
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{}
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float3 getEye() const
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{
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return _eye;
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}
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/**
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* 设置眼睛的位置
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*/
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void setEye(CELL::float3 val)
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{
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_eye = val;
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}
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float3 getTarget() const
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{
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return _target;
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}
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void setTarget(CELL::float3 val)
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{
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_target = val;
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}
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void setRight(CELL::float3 val)
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{
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_right = val;
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}
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float3 getUp() const
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{
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return _up;
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}
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void setUp(CELL::float3 val)
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{
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_up = val;
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}
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float3 getDir() const
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{
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return _dir;
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}
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float3 getRight() const
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{
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return _right;
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}
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void setViewSize(const float2& viewSize)
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{
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_viewSize = viewSize;
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}
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void setViewSize(float x,float y)
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{
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_viewSize = float2(x,y);
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}
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float2 getViewSize()
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{
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return _viewSize;
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}
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void setProject(const matrix4& proj)
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{
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_matProj = proj;
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}
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const matrix4& getProject() const
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{
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return _matProj;
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}
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const matrix4& getView() const
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{
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return _matView;
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}
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/**
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* 正交投影
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*/
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void ortho( float left, float right, float bottom, float top, float zNear, float zFar )
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{
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_matProj = CELL::ortho(left,right,bottom,top,zNear,zFar);
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}
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/**
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* 透视投影
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*/
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void perspective(float fovy, float aspect, float zNear, float zFar)
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{
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_matProj = CELL::perspective<float>(fovy,aspect,zNear,zFar);
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}
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/**
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* 世界坐标转化为窗口坐标
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*/
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bool project( const float4& world, float4& screen )
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{
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screen = (_matProj * _matView * _matWorld) * world;
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if (screen.w == 0.0f)
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{
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return false;
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}
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screen.x /= screen.w;
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screen.y /= screen.w;
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screen.z /= screen.w;
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// map to range 0 - 1
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screen.x = screen.x * 0.5f + 0.5f;
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screen.y = screen.y * 0.5f + 0.5f;
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screen.z = screen.z * 0.5f + 0.5f;
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// map to viewport
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screen.x = screen.x * _viewSize.x;
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screen.y = _viewSize.y - (screen.y * _viewSize.y);
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return true;
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}
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/**
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* 世界坐标转化为窗口坐标
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*/
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float2 worldToScreen( const float3& world)
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{
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float4 worlds(world.x,world.y,world.z,1);
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float4 screens;
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project(worlds,screens);
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return float2(screens.x,screens.y);
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}
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/**
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* 窗口坐标转化为世界坐标
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*/
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float3 screenToWorld(const float2& screen)
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{
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float4 screens(screen.x,screen.y,0,1);
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float4 world;
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unProject(screens,world);
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return float3(world.x,world.y,world.z);
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}
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float3 screenToWorld(float x,float y)
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{
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float4 screens(x,y,0,1);
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float4 world;
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unProject(screens,world);
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return float3(world.x,world.y,world.z);
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}
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/**
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* 窗口坐标转化为世界坐标
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*/
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bool unProject( const float4& screen, float4& world )
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{
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float4 v;
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v.x = screen.x;
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v.y = screen.y;
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v.z = screen.z;
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v.w = 1.0;
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// map from viewport to 0 - 1
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v.x = (v.x) /_viewSize.x;
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v.y = (_viewSize.y - v.y) /_viewSize.y;
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//v.y = (v.y - _viewPort.Y) / _viewPort.Height;
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// map to range -1 to 1
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v.x = v.x * 2.0f - 1.0f;
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v.y = v.y * 2.0f - 1.0f;
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v.z = v.z * 2.0f - 1.0f;
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CELL::matrix4 inverse = (_matProj * _matView * _matWorld).inverse();
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v = v * inverse;
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if (v.w == 0.0f)
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{
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return false;
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}
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world = v / v.w;
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return true;
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}
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Ray createRayFromScreen(int x,int y)
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{
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float4 minWorld;
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float4 maxWorld;
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float4 screen(float(x),float(y),0,1);
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float4 screen1(float(x),float(y),1,1);
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unProject(screen,minWorld);
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unProject(screen1,maxWorld);
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Ray ray;
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ray.setOrigin(float3(minWorld.x,minWorld.y,minWorld.z));
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float3 dir(maxWorld.x - minWorld.x,maxWorld.y - minWorld.y, maxWorld.z - minWorld.z);
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ray.setDirection(normalize(dir));
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return ray;
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}
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/**
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* 下面的函数的功能是将摄像机的观察方向绕某个方向轴旋转一定的角度
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* 改变观察者的位置,目标的位置不变化
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*/
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virtual void rotateViewY(float angle)
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{
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_dir = rotateY<float>(_dir, angle);
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_up = rotateY<float>(_up, angle);
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_right = normalize(cross(_dir,_up));
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float len = length(_eye - _target);
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_eye = _target - _dir * len;
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_matView = CELL::lookAt(_eye,_target,_up);
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}
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virtual void rotateViewX(float angle)
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{
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matrix4 mat(1) ;
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mat.rotate(angle,_right);
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_dir = _dir * mat;
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_up = _up * mat;
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_right = normalize(cross(_dir,_up));
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float len = length(_eye - _target);
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_eye = _target - _dir * len;
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_matView = CELL::lookAt(_eye,_target,_up);
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}
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virtual void update()
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{
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_matView = CELL::lookAt(_eye,_target,_up);
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}
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};
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}
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