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engines/tetraedge/te/te_camera.h
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116
engines/tetraedge/te/te_camera.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef TETRAEDGE_TE_TE_CAMERA_H
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#define TETRAEDGE_TE_TE_CAMERA_H
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#include "common/path.h"
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#include "common/str.h"
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#include "math/ray.h"
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#include "tetraedge/te/te_3d_object2.h"
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#include "tetraedge/te/te_matrix4x4.h"
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#include "tetraedge/te/te_references_counter.h"
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#include "tetraedge/te/te_vector2s32.h"
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#include "tetraedge/te/te_vector2f32.h"
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#include "tetraedge/te/te_vector3f32.h"
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namespace Tetraedge {
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class TeCamera : public Te3DObject2, public TeReferencesCounter {
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public:
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TeCamera();
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void apply();
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void applyProjection();
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void applyTransformations();
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void buildOrthoMatrix();
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void buildPerspectiveMatrix();
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void buildPerspectiveMatrix2();
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void buildPerspectiveMatrix3();
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void draw() override;
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Math::Ray getRay(const TeVector2s32 &pxloc);
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// Syberia 2 redefines loadBin to actually load XML.
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// We just have a separate function.
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void loadXml(const Common::Path &path);
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void orthogonalParams(float f1, float f2, float f3, float f4);
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TeMatrix4x4 projectionMatrix();
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TeVector2f32 projectPoint(const TeVector3f32 &pt);
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TeVector3f32 projectPoint3f32(const TeVector3f32 &pt);
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static void restore();
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TeMatrix4x4 transformationMatrix();
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TeVector3f32 transformCoord(const TeVector3f32 &pt);
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TeVector3f32 transformPoint2Dto3D(const TeVector3f32 &pt);
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void viewport(int x, int y, uint width, uint height);
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TeVector2f32 viewportSize() const { return TeVector2f32(_viewportW, _viewportH); }
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TeSignal0Param &onViewportChangedSignal() { return _onViewportChangedSignal; }
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void setFov(float fov) { _fov = fov; }
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void setOrthoPlanes(float near, float far) {
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_orthFarVal = far;
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_orthNearVal = near;
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}
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void setProjMatrixType(int matrixType) { _projectionMatrixType = matrixType; }
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int projMatrixType() const { return _projectionMatrixType; }
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void setAspectRatio(float val) { _aspectRatio = val; }
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float orthoNearPlane() const { return _orthNearVal; }
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float orthoFarPlane() const { return _orthFarVal; }
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void setOrthoNear(float f) { _orthNearVal = f; }
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void setOrthoFar(float f) { _orthFarVal = f; }
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float getViewportHeight() const { return _viewportH; }
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float getViewportWidth() const { return _viewportW; }
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private:
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void updateProjectionMatrix();
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int _projectionMatrixType; // TODO: Should be an enum.
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float _orthNearVal;
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float _orthFarVal;
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float _fov;
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float _aspectRatio;
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int _viewportX;
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int _viewportY;
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uint _viewportW;
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uint _viewportH;
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int _transformA;
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float _orthogonalParamL;
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float _orthogonalParamR;
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float _orthogonalParamT;
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float _orthogonalParamB;
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TeMatrix4x4 _projectionMatrix;
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TeSignal0Param _onViewportChangedSignal;
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};
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} // end namespace Tetraedge
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#endif // TETRAEDGE_TE_TE_CAMERA_H
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