camera refactor
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@@ -24,13 +24,37 @@ public:
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CameraBase(ScreenSettings *t_screen, Vector3 *t_position, Vector3 *t_up);
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virtual ~CameraBase(){};
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void updatePlanes(Vector3 t_target);
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/**
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* Frustum planes.
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* Set by lookAt() method.
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*/
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Plane planes[6];
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/**
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* Projection matrix
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* Set by lookAt() method.
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*/
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Matrix worldView;
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protected:
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/** Pointer to screen settings */
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ScreenSettings *screen;
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/**
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* Adaption of OpenGL lookAt camera.
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* Calculates worldView matrix and update frustum planes
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* Should be called every frame.
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*/
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void lookAt(Vector3 &t_target);
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/**
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* Do not call this method unless you know what you do.
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* Called via lookAt().
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* Calculate and update frustum planes.
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* http://www.lighthouse3d.com/tutorials/view-frustum-culling/geometric-approach-extracting-the-planes/
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*/
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void updatePlanes(Vector3 t_target);
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private:
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Vector3 *p_position, *p_up;
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float farPlaneDist, nearPlaneDist, nearHeight, nearWidth, farHeight, farWidth;
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@@ -18,10 +18,6 @@
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// Constructors/Destructors
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// ----
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/** Initializes vars and calculate width/height of near and far plane
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* @param fov (FOV in radians)/2
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* @param ratio Aspect ratio
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*/
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CameraBase::CameraBase(ScreenSettings *t_screen, Vector3 *t_position, Vector3 *t_up)
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: screen(t_screen)
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{
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@@ -42,9 +38,12 @@ CameraBase::CameraBase(ScreenSettings *t_screen, Vector3 *t_position, Vector3 *t
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// Methods
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// ----
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/** Calculates and updates frustum planes
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* http://www.lighthouse3d.com/tutorials/view-frustum-culling/geometric-approach-extracting-the-planes/
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*/
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void CameraBase::lookAt(Vector3 &t_target)
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{
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updatePlanes(t_target);
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worldView.lookAt(*p_up, *p_position, t_target);
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}
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void CameraBase::updatePlanes(Vector3 t_target)
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{
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Vector3 nearCenter, farCenter, X, Y, Z;
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