81 lines
2.7 KiB
C++
81 lines
2.7 KiB
C++
#include "stdafx.h"
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#include "IResourceFactory.h"
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#include "PerspectiveCamera.h"
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PerspectiveCamera::PerspectiveCamera(IEngine& argEngine)
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: BaseCamera(argEngine)
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, m_Fov(90.0f)
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{
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}
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PerspectiveCamera::~PerspectiveCamera()
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{
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m_Engine.get_ResourceFactory().DeletePerspectiveCamera(*const_cast<PerspectiveCamera*>(this), true);
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}
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void PerspectiveCamera::set_Fov(float argFov)
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{
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m_Fov = argFov;
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m_IsDirty = true;
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}
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void PerspectiveCamera::Update(bool argForceUpdate)
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{
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BaseCamera::Update(argForceUpdate);
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D3DXMATRIXA16 projectionMatrix;
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D3DXMATRIXA16 viewMatrix;
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D3DXVECTOR3 worldPos = this->get_WorldPosition();
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D3DXVECTOR3 worldDirection = this->get_WorldDirection();
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D3DXVECTOR3 worldUpDirection = this->get_WorldUpDirection();
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::D3DXMatrixPerspectiveFovLH(&projectionMatrix, static_cast<float>(D3DXToRadian(m_Fov)), m_AspectRatio, m_NearClip, m_FarClip);
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::D3DXMatrixLookAtLH(&viewMatrix, &worldPos, &(worldPos + worldDirection), &worldUpDirection);
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m_ProjectionMatrix = projectionMatrix;
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m_ViewMatrix = viewMatrix;
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// generate view frustum
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D3DXMATRIXA16 viewProjection = viewMatrix * projectionMatrix;
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// Left plane
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m_Frustum.Plane[0].a = viewProjection._14 + viewProjection._11;
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m_Frustum.Plane[0].b = viewProjection._24 + viewProjection._21;
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m_Frustum.Plane[0].c = viewProjection._34 + viewProjection._31;
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m_Frustum.Plane[0].d = viewProjection._44 + viewProjection._41;
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// Right plane
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m_Frustum.Plane[1].a = viewProjection._14 - viewProjection._11;
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m_Frustum.Plane[1].b = viewProjection._24 - viewProjection._21;
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m_Frustum.Plane[1].c = viewProjection._34 - viewProjection._31;
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m_Frustum.Plane[1].d = viewProjection._44 - viewProjection._41;
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// Top plane
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m_Frustum.Plane[2].a = viewProjection._14 - viewProjection._12;
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m_Frustum.Plane[2].b = viewProjection._24 - viewProjection._22;
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m_Frustum.Plane[2].c = viewProjection._34 - viewProjection._32;
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m_Frustum.Plane[2].d = viewProjection._44 - viewProjection._42;
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// Bottom plane
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m_Frustum.Plane[3].a = viewProjection._14 + viewProjection._12;
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m_Frustum.Plane[3].b = viewProjection._24 + viewProjection._22;
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m_Frustum.Plane[3].c = viewProjection._34 + viewProjection._32;
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m_Frustum.Plane[3].d = viewProjection._44 + viewProjection._42;
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// Near plane
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m_Frustum.Plane[4].a = viewProjection._13;
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m_Frustum.Plane[4].b = viewProjection._23;
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m_Frustum.Plane[4].c = viewProjection._33;
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m_Frustum.Plane[4].d = viewProjection._43;
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// Far plane
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m_Frustum.Plane[5].a = viewProjection._14 - viewProjection._13;
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m_Frustum.Plane[5].b = viewProjection._24 - viewProjection._23;
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m_Frustum.Plane[5].c = viewProjection._34 - viewProjection._33;
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m_Frustum.Plane[5].d = viewProjection._44 - viewProjection._43;
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}
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