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https://github.com/bulletphysics/bullet3
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prepare support for VR
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876c9e57fe
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@ -6,6 +6,8 @@ struct CommonCameraInterface
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virtual void getCameraProjectionMatrix(float m[16])const = 0;
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virtual void getCameraViewMatrix(float m[16]) const = 0;
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virtual void setVRCamera(const float viewMat[16], const float projectionMatrix[16])=0;
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virtual void getCameraTargetPosition(float pos[3]) const = 0;
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virtual void getCameraPosition(float pos[3]) const = 0;
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@ -16,7 +16,8 @@ struct SimpleCameraInternalData
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m_pitch(0),
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m_aspect(1),
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m_frustumZNear(0.01),
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m_frustumZFar(1000)
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m_frustumZFar(1000),
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m_enableVR(false)
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{
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}
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b3Vector3 m_cameraTargetPosition;
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@ -32,6 +33,11 @@ struct SimpleCameraInternalData
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float m_aspect;
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float m_frustumZNear;
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float m_frustumZFar;
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bool m_enableVR;
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float m_viewMatrixVR[16];
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float m_projectionMatrixVR[16];
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};
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@ -46,7 +52,15 @@ SimpleCamera::~SimpleCamera()
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delete m_data;
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}
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void SimpleCamera::setVRCamera(const float viewMat[16], const float projectionMatrix[16])
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{
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m_data->m_enableVR = true;
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for (int i=0;i<16;i++)
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{
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m_data->m_viewMatrixVR[i] = viewMat[i];
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m_data->m_projectionMatrixVR[i] = projectionMatrix[i];
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}
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}
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static void b3CreateFrustum(
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@ -171,7 +185,7 @@ void SimpleCamera::update()
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break;
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default:
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{
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b3Assert(0);
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//b3Assert(0);
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return;
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}
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};
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@ -209,11 +223,29 @@ void SimpleCamera::update()
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void SimpleCamera::getCameraProjectionMatrix(float projectionMatrix[16]) const
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{
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b3CreateFrustum(-m_data->m_aspect * m_data->m_frustumZNear, m_data->m_aspect * m_data->m_frustumZNear, -m_data->m_frustumZNear,m_data->m_frustumZNear, m_data->m_frustumZNear, m_data->m_frustumZFar,projectionMatrix);
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if (m_data->m_enableVR)
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{
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for (int i=0;i<16;i++)
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{
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projectionMatrix[i] = m_data->m_projectionMatrixVR[i];
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}
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} else
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{
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b3CreateFrustum(-m_data->m_aspect * m_data->m_frustumZNear, m_data->m_aspect * m_data->m_frustumZNear, -m_data->m_frustumZNear,m_data->m_frustumZNear, m_data->m_frustumZNear, m_data->m_frustumZFar,projectionMatrix);
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}
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}
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void SimpleCamera::getCameraViewMatrix(float viewMatrix[16]) const
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{
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b3CreateLookAt(m_data->m_cameraPosition,m_data->m_cameraTargetPosition,m_data->m_cameraUp,viewMatrix);
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if (m_data->m_enableVR)
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{
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for (int i=0;i<16;i++)
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{
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viewMatrix[i] = m_data->m_viewMatrixVR[i];
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}
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} else
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{
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b3CreateLookAt(m_data->m_cameraPosition,m_data->m_cameraTargetPosition,m_data->m_cameraUp,viewMatrix);
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}
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}
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void SimpleCamera::getCameraTargetPosition(double pos[3]) const
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@ -14,6 +14,8 @@ struct SimpleCamera : public CommonCameraInterface
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virtual void getCameraProjectionMatrix(float m[16]) const;
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virtual void getCameraViewMatrix(float m[16]) const;
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virtual void setVRCamera(const float viewMat[16], const float projectionMatrix[16]);
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virtual void getCameraTargetPosition(float pos[3]) const;
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virtual void getCameraPosition(float pos[3]) const;
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