284 lines
10 KiB
C++
284 lines
10 KiB
C++
/*
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Copyright (C) 2001-2006, William Joseph.
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All Rights Reserved.
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This file is part of GtkRadiant.
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GtkRadiant 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 2 of the License, or
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(at your option) any later version.
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GtkRadiant 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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You should have received a copy of the GNU General Public License
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along with GtkRadiant; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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#if !defined( INCLUDED_PIVOT_H )
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#define INCLUDED_PIVOT_H
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#include "math/matrix.h"
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inline void billboard_viewplaneOriented( Matrix4& rotation, const Matrix4& world2screen ){
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#if 1
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rotation = g_matrix4_identity;
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Vector3 x( vector3_normalised( vector4_to_vector3( world2screen.x() ) ) );
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Vector3 y( vector3_normalised( vector4_to_vector3( world2screen.y() ) ) );
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Vector3 z( vector3_normalised( vector4_to_vector3( world2screen.z() ) ) );
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vector4_to_vector3( rotation.y() ) = Vector3( x.y(), y.y(), z.y() );
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vector4_to_vector3( rotation.z() ) = vector3_negated( Vector3( x.z(), y.z(), z.z() ) );
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vector4_to_vector3( rotation.x() ) = vector3_normalised( vector3_cross( vector4_to_vector3( rotation.y() ), vector4_to_vector3( rotation.z() ) ) );
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vector4_to_vector3( rotation.y() ) = vector3_cross( vector4_to_vector3( rotation.z() ), vector4_to_vector3( rotation.x() ) );
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#else
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Matrix4 screen2world( matrix4_full_inverse( world2screen ) );
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Vector3 near_(
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vector4_projected(
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matrix4_transformed_vector4(
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screen2world,
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Vector4( 0, 0, -1, 1 )
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)
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)
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);
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Vector3 far_(
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vector4_projected(
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matrix4_transformed_vector4(
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screen2world,
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Vector4( 0, 0, 1, 1 )
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)
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)
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);
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Vector3 up(
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vector4_projected(
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matrix4_transformed_vector4(
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screen2world,
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Vector4( 0, 1, -1, 1 )
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)
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)
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);
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rotation = g_matrix4_identity;
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vector4_to_vector3( rotation.y() ) = vector3_normalised( vector3_subtracted( up, near_ ) );
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vector4_to_vector3( rotation.z() ) = vector3_normalised( vector3_subtracted( near_, far_ ) );
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vector4_to_vector3( rotation.x() ) = vector3_normalised( vector3_cross( vector4_to_vector3( rotation.y() ), vector4_to_vector3( rotation.z() ) ) );
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vector4_to_vector3( rotation.y() ) = vector3_cross( vector4_to_vector3( rotation.z() ), vector4_to_vector3( rotation.x() ) );
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#endif
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}
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inline void billboard_viewpointOriented( Matrix4& rotation, const Matrix4& world2screen ){
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Matrix4 screen2world( matrix4_full_inverse( world2screen ) );
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#if 1
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rotation = g_matrix4_identity;
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vector4_to_vector3( rotation.y() ) = vector3_normalised( vector4_to_vector3( screen2world.y() ) );
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vector4_to_vector3( rotation.z() ) = vector3_negated( vector3_normalised( vector4_to_vector3( screen2world.z() ) ) );
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vector4_to_vector3( rotation.x() ) = vector3_normalised( vector3_cross( vector4_to_vector3( rotation.y() ), vector4_to_vector3( rotation.z() ) ) );
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vector4_to_vector3( rotation.y() ) = vector3_cross( vector4_to_vector3( rotation.z() ), vector4_to_vector3( rotation.x() ) );
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#else
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Vector3 near_(
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vector4_projected(
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matrix4_transformed_vector4(
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screen2world,
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Vector4( world2screen[12] / world2screen[15], world2screen[13] / world2screen[15], -1, 1 )
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)
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)
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);
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Vector3 far_(
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vector4_projected(
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matrix4_transformed_vector4(
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screen2world,
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Vector4( world2screen[12] / world2screen[15], world2screen[13] / world2screen[15], 1, 1 )
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)
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)
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);
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Vector3 up(
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vector4_projected(
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matrix4_transformed_vector4(
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screen2world,
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Vector4( world2screen[12] / world2screen[15], world2screen[13] / world2screen[15] + 1, -1, 1 )
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)
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)
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);
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rotation = g_matrix4_identity;
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vector4_to_vector3( rotation.y() ) = vector3_normalised( vector3_subtracted( up, near_ ) );
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vector4_to_vector3( rotation.z() ) = vector3_normalised( vector3_subtracted( near_, far_ ) );
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vector4_to_vector3( rotation.x() ) = vector3_normalised( vector3_cross( vector4_to_vector3( rotation.y() ), vector4_to_vector3( rotation.z() ) ) );
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vector4_to_vector3( rotation.y() ) = vector3_cross( vector4_to_vector3( rotation.z() ), vector4_to_vector3( rotation.x() ) );
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#endif
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}
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inline void ConstructObject2Screen( Matrix4& object2screen, const Matrix4& object2world, const Matrix4& world2view, const Matrix4& view2device, const Matrix4& device2screen ){
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object2screen = device2screen;
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matrix4_multiply_by_matrix4( object2screen, view2device );
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matrix4_multiply_by_matrix4( object2screen, world2view );
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matrix4_multiply_by_matrix4( object2screen, object2world );
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}
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inline void ConstructObject2Device( Matrix4& object2screen, const Matrix4& object2world, const Matrix4& world2view, const Matrix4& view2device ){
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object2screen = view2device;
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matrix4_multiply_by_matrix4( object2screen, world2view );
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matrix4_multiply_by_matrix4( object2screen, object2world );
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}
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inline void ConstructDevice2Object( Matrix4& device2object, const Matrix4& object2world, const Matrix4& world2view, const Matrix4& view2device ){
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ConstructObject2Device( device2object, object2world, world2view, view2device );
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matrix4_full_invert( device2object );
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}
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//! S = ( Inverse(Object2Screen *post ScaleOf(Object2Screen) ) *post Object2Screen
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inline void pivot_scale( Matrix4& scale, const Matrix4& pivot2screen ){
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Matrix4 pre_scale( g_matrix4_identity );
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pre_scale[0] = static_cast<float>( vector3_length( vector4_to_vector3( pivot2screen.x() ) ) );
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pre_scale[5] = static_cast<float>( vector3_length( vector4_to_vector3( pivot2screen.y() ) ) );
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pre_scale[10] = static_cast<float>( vector3_length( vector4_to_vector3( pivot2screen.z() ) ) );
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scale = pivot2screen;
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matrix4_multiply_by_matrix4( scale, pre_scale );
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matrix4_full_invert( scale );
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matrix4_multiply_by_matrix4( scale, pivot2screen );
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}
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// scale by (inverse) W
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inline void pivot_perspective( Matrix4& scale, const Matrix4& pivot2screen ){
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scale = g_matrix4_identity;
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scale[0] = scale[5] = scale[10] = pivot2screen[15];
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}
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inline void ConstructDevice2Manip( Matrix4& device2manip, const Matrix4& object2world, const Matrix4& world2view, const Matrix4& view2device, const Matrix4& device2screen ){
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Matrix4 pivot2screen;
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ConstructObject2Screen( pivot2screen, object2world, world2view, view2device, device2screen );
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ConstructObject2Device( device2manip, object2world, world2view, view2device );
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Matrix4 scale;
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pivot_scale( scale, pivot2screen );
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matrix4_multiply_by_matrix4( device2manip, scale );
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pivot_perspective( scale, pivot2screen );
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matrix4_multiply_by_matrix4( device2manip, scale );
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matrix4_full_invert( device2manip );
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}
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inline void Pivot2World_worldSpace( Matrix4& manip2world, const Matrix4& pivot2world, const Matrix4& modelview, const Matrix4& projection, const Matrix4& viewport ){
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manip2world = pivot2world;
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Matrix4 pivot2screen;
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ConstructObject2Screen( pivot2screen, pivot2world, modelview, projection, viewport );
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Matrix4 scale;
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pivot_scale( scale, pivot2screen );
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matrix4_multiply_by_matrix4( manip2world, scale );
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pivot_perspective( scale, pivot2screen );
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matrix4_multiply_by_matrix4( manip2world, scale );
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}
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inline void Pivot2World_viewpointSpace( Matrix4& manip2world, Vector3& axis, const Matrix4& pivot2world, const Matrix4& modelview, const Matrix4& projection, const Matrix4& viewport ){
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manip2world = pivot2world;
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Matrix4 pivot2screen;
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ConstructObject2Screen( pivot2screen, pivot2world, modelview, projection, viewport );
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Matrix4 scale;
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pivot_scale( scale, pivot2screen );
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matrix4_multiply_by_matrix4( manip2world, scale );
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billboard_viewpointOriented( scale, pivot2screen );
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axis = vector4_to_vector3( scale.z() );
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matrix4_multiply_by_matrix4( manip2world, scale );
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pivot_perspective( scale, pivot2screen );
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matrix4_multiply_by_matrix4( manip2world, scale );
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}
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inline void Pivot2World_viewplaneSpace( Matrix4& manip2world, const Matrix4& pivot2world, const Matrix4& modelview, const Matrix4& projection, const Matrix4& viewport ){
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manip2world = pivot2world;
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Matrix4 pivot2screen;
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ConstructObject2Screen( pivot2screen, pivot2world, modelview, projection, viewport );
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Matrix4 scale;
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pivot_scale( scale, pivot2screen );
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matrix4_multiply_by_matrix4( manip2world, scale );
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billboard_viewplaneOriented( scale, pivot2screen );
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matrix4_multiply_by_matrix4( manip2world, scale );
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pivot_perspective( scale, pivot2screen );
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matrix4_multiply_by_matrix4( manip2world, scale );
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}
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#include "renderable.h"
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#include "cullable.h"
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#include "render.h"
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const Colour4b g_colour_x( 255, 0, 0, 255 );
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const Colour4b g_colour_y( 0, 255, 0, 255 );
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const Colour4b g_colour_z( 0, 0, 255, 255 );
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class Shader;
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class RenderablePivot : public OpenGLRenderable
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{
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VertexBuffer<PointVertex> m_vertices;
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public:
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mutable Matrix4 m_localToWorld;
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typedef Static<Shader*> StaticShader;
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static Shader* getShader(){
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return StaticShader::instance();
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}
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RenderablePivot(){
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m_vertices.reserve( 6 );
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m_vertices.push_back( PointVertex( Vertex3f( 0, 0, 0 ), g_colour_x ) );
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m_vertices.push_back( PointVertex( Vertex3f( 16, 0, 0 ), g_colour_x ) );
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m_vertices.push_back( PointVertex( Vertex3f( 0, 0, 0 ), g_colour_y ) );
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m_vertices.push_back( PointVertex( Vertex3f( 0, 16, 0 ), g_colour_y ) );
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m_vertices.push_back( PointVertex( Vertex3f( 0, 0, 0 ), g_colour_z ) );
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m_vertices.push_back( PointVertex( Vertex3f( 0, 0, 16 ), g_colour_z ) );
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}
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void render( RenderStateFlags state ) const {
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if ( m_vertices.size() == 0 ) {
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return;
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}
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if ( m_vertices.data() == 0 ) {
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return;
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}
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glVertexPointer( 3, GL_FLOAT, sizeof( PointVertex ), &m_vertices.data()->vertex );
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glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( PointVertex ), &m_vertices.data()->colour );
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glDrawArrays( GL_LINES, 0, m_vertices.size() );
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}
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void render( Renderer& renderer, const VolumeTest& volume, const Matrix4& localToWorld ) const {
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renderer.PushState();
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Pivot2World_worldSpace( m_localToWorld, localToWorld, volume.GetModelview(), volume.GetProjection(), volume.GetViewport() );
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renderer.Highlight( Renderer::ePrimitive, false );
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renderer.SetState( getShader(), Renderer::eWireframeOnly );
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renderer.SetState( getShader(), Renderer::eFullMaterials );
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renderer.addRenderable( *this, m_localToWorld );
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renderer.PopState();
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}
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};
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#endif
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