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Other renames to ensure linux case-sensitivity compliance and casing format consistency.
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483
Engine/source/T3D/components/camera/cameraComponent.cpp
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483
Engine/source/T3D/components/camera/cameraComponent.cpp
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "T3D/components/camera/cameracomponent.h"
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#include "T3D/components/camera/cameraComponent_ScriptBinding.h"
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#include "platform/platform.h"
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#include "console/consoleTypes.h"
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#include "core/util/safeDelete.h"
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#include "core/resourceManager.h"
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#include "core/stream/fileStream.h"
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#include "console/consoleTypes.h"
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#include "console/consoleObject.h"
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#include "ts/tsShapeInstance.h"
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#include "core/stream/bitStream.h"
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#include "gfx/gfxTransformSaver.h"
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#include "console/engineAPI.h"
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#include "lighting/lightQuery.h"
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#include "T3D/gameBase/gameConnection.h"
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#include "T3D/gameFunctions.h"
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#include "math/mathUtils.h"
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#include "T3D/components/render/renderComponentInterface.h"
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IMPLEMENT_CALLBACK( CameraComponent, validateCameraFov, F32, (F32 fov), (fov),
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"@brief Called on the server when the client has requested a FOV change.\n\n"
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"When the client requests that its field of view should be changed (because "
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"they want to use a sniper scope, for example) this new FOV needs to be validated "
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"by the server. This method is called if it exists (it is optional) to validate "
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"the requested FOV, and modify it if necessary. This could be as simple as checking "
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"that the FOV falls within a correct range, to making sure that the FOV matches the "
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"capabilities of the current weapon.\n\n"
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"Following this method, ShapeBase ensures that the given FOV still falls within "
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"the datablock's mCameraMinFov and mCameraMaxFov. If that is good enough for your "
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"purposes, then you do not need to define the validateCameraFov() callback for "
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"your ShapeBase.\n\n"
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"@param fov The FOV that has been requested by the client.\n"
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"@return The FOV as validated by the server.\n\n"
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"@see ShapeBaseData\n\n");
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//////////////////////////////////////////////////////////////////////////
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// Constructor/Destructor
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//////////////////////////////////////////////////////////////////////////
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CameraComponent::CameraComponent() : Component()
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{
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mClientScreen = Point2F(1, 1);
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mCameraFov = mCameraDefaultFov = 80;
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mCameraMinFov = 5;
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mCameraMaxFov = 175;
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mTargetNodeIdx = -1;
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mPosOffset = Point3F(0, 0, 0);
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mRotOffset = EulerF(0, 0, 0);
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mTargetNode = "";
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mUseParentTransform = true;
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mFriendlyName = "Camera(Component)";
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}
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CameraComponent::~CameraComponent()
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{
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for(S32 i = 0;i < mFields.size();++i)
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{
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ComponentField &field = mFields[i];
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SAFE_DELETE_ARRAY(field.mFieldDescription);
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}
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SAFE_DELETE_ARRAY(mDescription);
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}
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IMPLEMENT_CO_NETOBJECT_V1(CameraComponent);
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bool CameraComponent::onAdd()
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{
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if(! Parent::onAdd())
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return false;
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return true;
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}
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void CameraComponent::onRemove()
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{
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Parent::onRemove();
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}
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void CameraComponent::initPersistFields()
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{
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Parent::initPersistFields();
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addProtectedField("FOV", TypeF32, Offset(mCameraFov, CameraComponent), &_setCameraFov, defaultProtectedGetFn, "");
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addField("MinFOV", TypeF32, Offset(mCameraMinFov, CameraComponent), "");
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addField("MaxFOV", TypeF32, Offset(mCameraMaxFov, CameraComponent), "");
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addField("ScreenAspect", TypePoint2I, Offset(mClientScreen, CameraComponent), "");
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addProtectedField("targetNode", TypeString, Offset(mTargetNode, CameraComponent), &_setNode, defaultProtectedGetFn, "");
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addProtectedField("positionOffset", TypePoint3F, Offset(mPosOffset, CameraComponent), &_setPosOffset, defaultProtectedGetFn, "");
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addProtectedField("rotationOffset", TypeRotationF, Offset(mRotOffset, CameraComponent), &_setRotOffset, defaultProtectedGetFn, "");
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addField("useParentTransform", TypeBool, Offset(mUseParentTransform, CameraComponent), "");
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}
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bool CameraComponent::_setNode(void *object, const char *index, const char *data)
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{
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CameraComponent *mcc = static_cast<CameraComponent*>(object);
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mcc->mTargetNode = StringTable->insert(data);
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mcc->setMaskBits(OffsetMask);
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return true;
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}
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bool CameraComponent::_setPosOffset(void *object, const char *index, const char *data)
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{
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CameraComponent *mcc = static_cast<CameraComponent*>(object);
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if (mcc)
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{
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Point3F pos;
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Con::setData(TypePoint3F, &pos, 0, 1, &data);
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mcc->mPosOffset = pos;
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mcc->setMaskBits(OffsetMask);
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return true;
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}
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return false;
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}
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bool CameraComponent::_setRotOffset(void *object, const char *index, const char *data)
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{
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CameraComponent *mcc = static_cast<CameraComponent*>(object);
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if (mcc)
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{
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RotationF rot;
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Con::setData(TypeRotationF, &rot, 0, 1, &data);
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mcc->mRotOffset = rot;
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mcc->setMaskBits(OffsetMask);
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return true;
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}
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return false;
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}
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bool CameraComponent::isValidCameraFov(F32 fov)
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{
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return((fov >= mCameraMinFov) && (fov <= mCameraMaxFov));
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}
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bool CameraComponent::_setCameraFov(void *object, const char *index, const char *data)
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{
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CameraComponent *cCI = static_cast<CameraComponent*>(object);
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cCI->setCameraFov(dAtof(data));
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return true;
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}
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void CameraComponent::setCameraFov(F32 fov)
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{
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mCameraFov = mClampF(fov, mCameraMinFov, mCameraMaxFov);
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if (isClientObject())
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GameSetCameraTargetFov(mCameraFov);
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if (isServerObject())
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setMaskBits(FOVMask);
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}
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void CameraComponent::onCameraScopeQuery(NetConnection *cr, CameraScopeQuery * query)
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{
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// update the camera query
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query->camera = this;
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if(GameConnection * con = dynamic_cast<GameConnection*>(cr))
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{
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// get the fov from the connection (in deg)
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F32 fov;
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if (con->getControlCameraFov(&fov))
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{
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query->fov = mDegToRad(fov/2);
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query->sinFov = mSin(query->fov);
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query->cosFov = mCos(query->fov);
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}
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else
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{
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query->fov = mDegToRad(mCameraFov/2);
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query->sinFov = mSin(query->fov);
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query->cosFov = mCos(query->fov);
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}
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}
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// use eye rather than camera transform (good enough and faster)
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MatrixF camTransform = mOwner->getTransform();
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camTransform.getColumn(3, &query->pos);
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camTransform.getColumn(1, &query->orientation);
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// Get the visible distance.
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if (mOwner->getSceneManager() != NULL)
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query->visibleDistance = mOwner->getSceneManager()->getVisibleDistance();
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}
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bool CameraComponent::getCameraTransform(F32* pos,MatrixF* mat)
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{
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// Returns camera to world space transform
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// Handles first person / third person camera position
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bool isServer = isServerObject();
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if (mTargetNodeIdx == -1)
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{
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if (mUseParentTransform)
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{
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MatrixF rMat = mOwner->getRenderTransform();
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rMat.mul(mRotOffset.asMatrixF());
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mat->set(rMat.toEuler(), rMat.getPosition() + mPosOffset);
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}
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else
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{
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mat->set(mRotOffset.asEulerF(), mPosOffset);
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}
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return true;
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}
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else
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{
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RenderComponentInterface *renderInterface = mOwner->getComponent<RenderComponentInterface>();
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if (!renderInterface)
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return false;
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if (mUseParentTransform)
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{
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MatrixF rMat = mOwner->getRenderTransform();
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Point3F position = rMat.getPosition();
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RotationF rot = mRotOffset;
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if (mTargetNodeIdx != -1)
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{
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Point3F nodPos;
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MatrixF nodeTrans = renderInterface->getNodeTransform(mTargetNodeIdx);
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nodeTrans.getColumn(3, &nodPos);
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// Scale the camera position before applying the transform
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const Point3F& scale = mOwner->getScale();
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nodPos.convolve(scale);
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mOwner->getRenderTransform().mulP(nodPos, &position);
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nodeTrans.mul(rMat);
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rot = nodeTrans;
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}
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position += mPosOffset;
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MatrixF rotMat = rot.asMatrixF();
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MatrixF rotOffsetMat = mRotOffset.asMatrixF();
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rotMat.mul(rotOffsetMat);
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rot = RotationF(rotMat);
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mat->set(rot.asEulerF(), position);
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}
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else
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{
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MatrixF rMat = mOwner->getRenderTransform();
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Point3F position = rMat.getPosition();
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RotationF rot = mRotOffset;
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if (mTargetNodeIdx != -1)
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{
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Point3F nodPos;
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MatrixF nodeTrans = renderInterface->getNodeTransform(mTargetNodeIdx);
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nodeTrans.getColumn(3, &nodPos);
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// Scale the camera position before applying the transform
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const Point3F& scale = mOwner->getScale();
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nodPos.convolve(scale);
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position = nodPos;
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}
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position += mPosOffset;
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mat->set(rot.asEulerF(), position);
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}
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return true;
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}
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}
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void CameraComponent::getCameraParameters(F32 *min, F32* max, Point3F* off, MatrixF* rot)
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{
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*min = 0.2f;
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*max = 0.f;
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off->set(0, 0, 0);
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rot->identity();
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}
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U32 CameraComponent::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
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{
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U32 retmask = Parent::packUpdate(con, mask, stream);
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if (stream->writeFlag(mask & FOVMask))
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{
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stream->write(mCameraFov);
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}
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if (stream->writeFlag(mask & OffsetMask))
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{
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RenderComponentInterface* renderInterface = getOwner()->getComponent<RenderComponentInterface>();
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if (renderInterface && renderInterface->getShape())
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{
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S32 nodeIndex = renderInterface->getShape()->findNode(mTargetNode);
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mTargetNodeIdx = nodeIndex;
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}
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stream->writeInt(mTargetNodeIdx, 32);
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//send offsets here
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stream->writeCompressedPoint(mPosOffset);
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stream->writeCompressedPoint(mRotOffset.asEulerF());
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stream->writeFlag(mUseParentTransform);
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}
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return retmask;
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}
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void CameraComponent::unpackUpdate(NetConnection *con, BitStream *stream)
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{
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Parent::unpackUpdate(con, stream);
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if (stream->readFlag())
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{
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F32 fov;
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stream->read(&fov);
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setCameraFov(fov);
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}
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if(stream->readFlag())
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{
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mTargetNodeIdx = stream->readInt(32);
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stream->readCompressedPoint(&mPosOffset);
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EulerF rot;
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stream->readCompressedPoint(&rot);
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mRotOffset = RotationF(rot);
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mUseParentTransform = stream->readFlag();
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}
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}
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void CameraComponent::setForwardVector(VectorF newForward, VectorF upVector)
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{
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MatrixF mat;
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F32 pos = 0;
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getCameraTransform(&pos, &mat);
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mPosOffset = mat.getPosition();
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VectorF up(0.0f, 0.0f, 1.0f);
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VectorF axisX;
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VectorF axisY = newForward;
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VectorF axisZ;
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if (upVector != VectorF::Zero)
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up = upVector;
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// Validate and normalize input:
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F32 lenSq;
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lenSq = axisY.lenSquared();
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if (lenSq < 0.000001f)
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{
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axisY.set(0.0f, 1.0f, 0.0f);
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Con::errorf("Entity::setForwardVector() - degenerate forward vector");
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}
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else
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{
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axisY /= mSqrt(lenSq);
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}
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lenSq = up.lenSquared();
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if (lenSq < 0.000001f)
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{
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up.set(0.0f, 0.0f, 1.0f);
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Con::errorf("SceneObject::setForwardVector() - degenerate up vector - too small");
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}
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else
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{
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up /= mSqrt(lenSq);
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}
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if (fabsf(mDot(up, axisY)) > 0.9999f)
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{
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Con::errorf("SceneObject::setForwardVector() - degenerate up vector - same as forward");
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// i haven't really tested this, but i think it generates something which should be not parallel to the previous vector:
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F32 tmp = up.x;
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up.x = -up.y;
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up.y = up.z;
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up.z = tmp;
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}
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// construct the remaining axes:
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mCross(axisY, up, &axisX);
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mCross(axisX, axisY, &axisZ);
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mat.setColumn(0, axisX);
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mat.setColumn(1, axisY);
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mat.setColumn(2, axisZ);
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mRotOffset = RotationF(mat.toEuler());
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mRotOffset.y = 0;
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setMaskBits(OffsetMask);
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}
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void CameraComponent::setPosition(Point3F newPos)
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{
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mPosOffset = newPos;
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setMaskBits(OffsetMask);
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}
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void CameraComponent::setRotation(RotationF newRot)
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{
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mRotOffset = newRot;
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setMaskBits(OffsetMask);
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}
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Frustum CameraComponent::getFrustum()
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{
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Frustum visFrustum;
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F32 left, right, top, bottom;
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F32 aspectRatio = mClientScreen.x / mClientScreen.y;
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visFrustum.set(false, mDegToRad(mCameraFov), aspectRatio, 0.1f, 1000, mOwner->getTransform());
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return visFrustum;
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}
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