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@@ -2,7 +2,7 @@
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// Use of this source code is governed by a BSD-style
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// Use of this source code is governed by a BSD-style
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// license that can be found in the LICENSE file.
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// license that can be found in the LICENSE file.
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-// Package camera contain common camera types used for rendering 3D scenes.
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+// Package camera contains common camera types used for rendering 3D scenes.
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package camera
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package camera
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import (
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import (
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@@ -10,7 +10,7 @@ import (
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"github.com/g3n/engine/math32"
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"github.com/g3n/engine/math32"
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)
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)
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-// ICamera is interface for all camera types
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+// ICamera is interface for all camera types.
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type ICamera interface {
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type ICamera interface {
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GetCamera() *Camera
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GetCamera() *Camera
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ViewMatrix(*math32.Matrix4)
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ViewMatrix(*math32.Matrix4)
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@@ -20,151 +20,72 @@ type ICamera interface {
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SetRaycaster(rc *core.Raycaster, x, y float32) error
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SetRaycaster(rc *core.Raycaster, x, y float32) error
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}
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}
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-// Camera is the base camera which is normally embedded in other camera types
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+// Camera is the base camera which is normally embedded in other camera types.
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type Camera struct {
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type Camera struct {
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core.Node // Embedded Node
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core.Node // Embedded Node
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- target math32.Vector3 // camera target in world coordinates
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- up math32.Vector3 // camera Up vector
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- viewMatrix math32.Matrix4 // last calculated view matrix
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+ target math32.Vector3 // Camera target in world coordinates
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+ up math32.Vector3 // Camera Up vector
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+ viewMatrix math32.Matrix4 // Last calculated view matrix
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}
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}
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// Initialize initializes the base camera.
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// Initialize initializes the base camera.
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-// It is used by other camera types which embed this base camera
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+// Normally used by other camera types which embed this base camera.
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func (cam *Camera) Initialize() {
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func (cam *Camera) Initialize() {
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cam.Node.Init()
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cam.Node.Init()
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cam.target.Set(0, 0, 0)
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cam.target.Set(0, 0, 0)
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cam.up.Set(0, 1, 0)
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cam.up.Set(0, 1, 0)
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cam.SetDirection(0, 0, -1)
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cam.SetDirection(0, 0, -1)
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- cam.updateQuaternion()
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}
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}
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-// WorldDirection updates the specified vector with the
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-// current world direction the camera is pointed
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-func (cam *Camera) WorldDirection(result *math32.Vector3) {
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-
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- var wpos math32.Vector3
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- cam.WorldPosition(&wpos)
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- *result = cam.target
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- result.Sub(&wpos).Normalize()
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-}
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-
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-// LookAt sets the camera target position
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+// LookAt rotates the camera to look at the specified target position.
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+// This method does not support objects with rotated and/or translated parent(s).
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+// TODO: maybe move method to Node, or create similar in Node.
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func (cam *Camera) LookAt(target *math32.Vector3) {
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func (cam *Camera) LookAt(target *math32.Vector3) {
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cam.target = *target
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cam.target = *target
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- cam.updateQuaternion()
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+
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+ var rotMat math32.Matrix4
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+ pos := cam.Position()
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+ rotMat.LookAt(&pos, &cam.target, &cam.up)
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+
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+ var q math32.Quaternion
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+ q.SetFromRotationMatrix(&rotMat)
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+ cam.SetQuaternionQuat(&q)
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}
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}
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-// GetCamera satisfies the ICamera interface
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+// GetCamera satisfies the ICamera interface.
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func (cam *Camera) GetCamera() *Camera {
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func (cam *Camera) GetCamera() *Camera {
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return cam
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return cam
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}
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}
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-// Target get the current target position
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+// Target get the current target position.
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func (cam *Camera) Target() math32.Vector3 {
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func (cam *Camera) Target() math32.Vector3 {
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return cam.target
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return cam.target
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}
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}
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-// Up get the current up position
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+// Up get the current camera up vector.
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func (cam *Camera) Up() math32.Vector3 {
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func (cam *Camera) Up() math32.Vector3 {
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return cam.up
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return cam.up
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}
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}
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-// SetUp sets the camera up vector
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+// SetUp sets the camera up vector.
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func (cam *Camera) SetUp(up *math32.Vector3) {
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func (cam *Camera) SetUp(up *math32.Vector3) {
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cam.up = *up
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cam.up = *up
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+ cam.LookAt(&cam.target) // TODO Maybe remove and let user call LookAt explicitly
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}
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}
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-// SetPosition sets this camera world position
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-// This method overrides the Node method to update
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-// the camera quaternion, because changing the camera position
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-// may change its rotation
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-func (cam *Camera) SetPosition(x, y, z float32) {
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-
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- cam.Node.SetPosition(x, y, z)
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- cam.updateQuaternion()
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-}
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-
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-// SetPositionX sets this camera world position
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-// This method overrides the Node method to update
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-// the camera quaternion, because changing the camera position
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-// may change its rotation
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-func (cam *Camera) SetPositionX(x float32) {
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- cam.Node.SetPositionX(x)
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- cam.updateQuaternion()
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-}
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-
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-// SetPositionY sets this camera world position
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-// This method overrides the Node method to update
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-// the camera quaternion, because changing the camera position
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-// may change its rotation
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-func (cam *Camera) SetPositionY(y float32) {
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- cam.Node.SetPositionY(y)
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- cam.updateQuaternion()
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-}
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-
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-// SetPositionZ sets this camera world position
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-// This method overrides the Node method to update
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-// the camera quaternion, because changing the camera position
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-// may change its rotation
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-func (cam *Camera) SetPositionZ(z float32) {
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- cam.Node.SetPositionZ(z)
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- cam.updateQuaternion()
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-}
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-
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-// SetPositionVec sets this node position from the specified vector pointer
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-// This method overrides the Node method to update
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-// the camera quaternion, because changing the camera position
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-// may change its rotation
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-func (cam *Camera) SetPositionVec(vpos *math32.Vector3) {
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-
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- cam.Node.SetPositionVec(vpos)
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- cam.updateQuaternion()
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-}
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-
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-// ViewMatrix returns the current view matrix of this camera
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+// ViewMatrix returns the current view matrix of this camera.
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func (cam *Camera) ViewMatrix(m *math32.Matrix4) {
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func (cam *Camera) ViewMatrix(m *math32.Matrix4) {
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- var wpos math32.Vector3
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- cam.WorldPosition(&wpos)
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- cam.viewMatrix.LookAt(&wpos, &cam.target, &cam.up)
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- *m = cam.viewMatrix
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-}
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-
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-// updateQuaternion must be called when the camera position or target
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-// is changed to update its quaternion.
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-// This is important if the camera has children, such as an audio listener
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-func (cam *Camera) updateQuaternion() {
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-
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- var wdir math32.Vector3
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- cam.WorldDirection(&wdir)
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- var q math32.Quaternion
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- q.SetFromUnitVectors(&math32.Vector3{0, 0, -1}, &wdir)
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- cam.SetQuaternionQuat(&q)
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-}
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-
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-// Project satisfies the ICamera interface and must
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-// be implemented for specific camera types.
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-func (cam *Camera) Project(v *math32.Vector3) (*math32.Vector3, error) {
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-
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- panic("Not implemented")
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-}
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-
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-// Unproject satisfies the ICamera interface and must
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-// be implemented for specific camera types.
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-func (cam *Camera) Unproject(v *math32.Vector3) (*math32.Vector3, error) {
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-
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- panic("Not implemented")
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-}
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-
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-// SetRaycaster satisfies the ICamera interface and must
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-// be implemented for specific camera types.
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-func (cam *Camera) SetRaycaster(rc *core.Raycaster, x, y float32) error {
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-
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- panic("Not implemented")
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+ cam.UpdateMatrixWorld()
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+ matrixWorld := cam.MatrixWorld()
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+ err := m.GetInverse(&matrixWorld)
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+ if err != nil {
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+ panic("Camera.ViewMatrix: Couldn't invert matrix")
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+ }
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}
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}
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