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1 /*
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2 ---------------------------------------------------------------------------
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3 Open Asset Import Library (assimp)
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4 ---------------------------------------------------------------------------
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5
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6 Copyright (c) 2006-2012, assimp team
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7
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8 All rights reserved.
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9
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10 Redistribution and use of this software in source and binary forms,
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11 with or without modification, are permitted provided that the following
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12 conditions are met:
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13
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14 * Redistributions of source code must retain the above
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15 copyright notice, this list of conditions and the
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16 following disclaimer.
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17
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18 * Redistributions in binary form must reproduce the above
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19 copyright notice, this list of conditions and the
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20 following disclaimer in the documentation and/or other
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21 materials provided with the distribution.
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22
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23 * Neither the name of the assimp team, nor the names of its
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24 contributors may be used to endorse or promote products
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25 derived from this software without specific prior
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26 written permission of the assimp team.
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27
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28 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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29 "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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30 LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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31 A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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32 OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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33 SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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34 LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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35 DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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36 THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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37 (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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38 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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39 ---------------------------------------------------------------------------
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40 */
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41
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42 /** @file camera.h
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43 * @brief Defines the aiCamera data structure
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44 */
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45
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46 #ifndef AI_CAMERA_H_INC
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47 #define AI_CAMERA_H_INC
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48
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49 #include "types.h"
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50
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51 #ifdef __cplusplus
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52 extern "C" {
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53 #endif
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54
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55 // ---------------------------------------------------------------------------
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56 /** Helper structure to describe a virtual camera.
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57 *
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58 * Cameras have a representation in the node graph and can be animated.
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59 * An important aspect is that the camera itself is also part of the
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60 * scenegraph. This means, any values such as the look-at vector are not
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61 * *absolute*, they're <b>relative</b> to the coordinate system defined
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62 * by the node which corresponds to the camera. This allows for camera
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63 * animations. For static cameras parameters like the 'look-at' or 'up' vectors
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64 * are usually specified directly in aiCamera, but beware, they could also
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65 * be encoded in the node transformation. The following (pseudo)code sample
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66 * shows how to do it: <br><br>
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67 * @code
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68 * // Get the camera matrix for a camera at a specific time
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69 * // if the node hierarchy for the camera does not contain
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70 * // at least one animated node this is a static computation
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71 * get-camera-matrix (node sceneRoot, camera cam) : matrix
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72 * {
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73 * node cnd = find-node-for-camera(cam)
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74 * matrix cmt = identity()
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75 *
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76 * // as usual - get the absolute camera transformation for this frame
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77 * for each node nd in hierarchy from sceneRoot to cnd
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78 * matrix cur
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79 * if (is-animated(nd))
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80 * cur = eval-animation(nd)
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81 * else cur = nd->mTransformation;
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82 * cmt = mult-matrices( cmt, cur )
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83 * end for
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84 *
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85 * // now multiply with the camera's own local transform
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86 * cam = mult-matrices (cam, get-camera-matrix(cmt) )
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87 * }
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88 * @endcode
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89 *
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90 * @note some file formats (such as 3DS, ASE) export a "target point" -
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91 * the point the camera is looking at (it can even be animated). Assimp
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92 * writes the target point as a subnode of the camera's main node,
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93 * called "<camName>.Target". However this is just additional information
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94 * then the transformation tracks of the camera main node make the
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95 * camera already look in the right direction.
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96 *
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97 */
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98 struct aiCamera
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99 {
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100 /** The name of the camera.
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101 *
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102 * There must be a node in the scenegraph with the same name.
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103 * This node specifies the position of the camera in the scene
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104 * hierarchy and can be animated.
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105 */
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106 C_STRUCT aiString mName;
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107
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108 /** Position of the camera relative to the coordinate space
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109 * defined by the corresponding node.
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110 *
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111 * The default value is 0|0|0.
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112 */
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113 C_STRUCT aiVector3D mPosition;
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114
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115
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116 /** 'Up' - vector of the camera coordinate system relative to
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117 * the coordinate space defined by the corresponding node.
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118 *
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119 * The 'right' vector of the camera coordinate system is
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120 * the cross product of the up and lookAt vectors.
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121 * The default value is 0|1|0. The vector
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122 * may be normalized, but it needn't.
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123 */
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124 C_STRUCT aiVector3D mUp;
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125
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126
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127 /** 'LookAt' - vector of the camera coordinate system relative to
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128 * the coordinate space defined by the corresponding node.
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129 *
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130 * This is the viewing direction of the user.
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131 * The default value is 0|0|1. The vector
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132 * may be normalized, but it needn't.
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133 */
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134 C_STRUCT aiVector3D mLookAt;
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135
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136
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137 /** Half horizontal field of view angle, in radians.
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138 *
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139 * The field of view angle is the angle between the center
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140 * line of the screen and the left or right border.
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141 * The default value is 1/4PI.
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142 */
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143 float mHorizontalFOV;
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144
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145 /** Distance of the near clipping plane from the camera.
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146 *
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147 * The value may not be 0.f (for arithmetic reasons to prevent
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148 * a division through zero). The default value is 0.1f.
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149 */
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150 float mClipPlaneNear;
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151
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152 /** Distance of the far clipping plane from the camera.
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153 *
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154 * The far clipping plane must, of course, be further away than the
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155 * near clipping plane. The default value is 1000.f. The ratio
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156 * between the near and the far plane should not be too
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157 * large (between 1000-10000 should be ok) to avoid floating-point
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158 * inaccuracies which could lead to z-fighting.
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159 */
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160 float mClipPlaneFar;
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161
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162
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163 /** Screen aspect ratio.
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164 *
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165 * This is the ration between the width and the height of the
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166 * screen. Typical values are 4/3, 1/2 or 1/1. This value is
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167 * 0 if the aspect ratio is not defined in the source file.
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168 * 0 is also the default value.
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169 */
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170 float mAspect;
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171
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172 #ifdef __cplusplus
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173
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174 aiCamera()
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175 : mUp (0.f,1.f,0.f)
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176 , mLookAt (0.f,0.f,1.f)
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177 , mHorizontalFOV (0.25f * (float)AI_MATH_PI)
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178 , mClipPlaneNear (0.1f)
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179 , mClipPlaneFar (1000.f)
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180 , mAspect (0.f)
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181 {}
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182
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183 /** @brief Get a *right-handed* camera matrix from me
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184 * @param out Camera matrix to be filled
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185 */
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186 void GetCameraMatrix (aiMatrix4x4& out) const
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187 {
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188 /** todo: test ... should work, but i'm not absolutely sure */
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189
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190 /** We don't know whether these vectors are already normalized ...*/
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191 aiVector3D zaxis = mLookAt; zaxis.Normalize();
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192 aiVector3D yaxis = mUp; yaxis.Normalize();
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193 aiVector3D xaxis = mUp^mLookAt; xaxis.Normalize();
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194
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195 out.a4 = -(xaxis * mPosition);
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196 out.b4 = -(yaxis * mPosition);
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197 out.c4 = -(zaxis * mPosition);
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198
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199 out.a1 = xaxis.x;
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200 out.a2 = xaxis.y;
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201 out.a3 = xaxis.z;
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202
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203 out.b1 = yaxis.x;
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204 out.b2 = yaxis.y;
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205 out.b3 = yaxis.z;
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206
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207 out.c1 = zaxis.x;
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208 out.c2 = zaxis.y;
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209 out.c3 = zaxis.z;
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210
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211 out.d1 = out.d2 = out.d3 = 0.f;
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212 out.d4 = 1.f;
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213 }
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214
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215 #endif
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216 };
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217
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218
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219 #ifdef __cplusplus
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220 }
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221 #endif
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222
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223 #endif // AI_CAMERA_H_INC
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