rewrite, simplify
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@ -45,15 +45,17 @@ Camera::Camera()
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b3Mat44 Camera::BuildProjectionMatrix() const
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{
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float32 w = m_width, h = m_height;
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float32 t = tan(0.5f * m_fovy);
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float32 ratio = w / h;
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float32 sx = 1.0f / (ratio * t);
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float32 sy = 1.0f / t;
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float32 aspect = m_width / m_height;
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float32 sx = 1.0f / (aspect * t);
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float32 invRange = 1.0f / (m_zNear - m_zFar);
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float32 sz = invRange * (m_zNear + m_zFar);
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float32 tz = invRange * m_zNear * m_zFar;
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float32 inv_range = 1.0f / (m_zNear - m_zFar);
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float32 sz = inv_range * (m_zNear + m_zFar);
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float32 tz = inv_range * m_zNear * m_zFar;
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b3Mat44 m;
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m.x = b3Vec4(sx, 0.0f, 0.0f, 0.0f);
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@ -116,20 +118,23 @@ b3Vec2 Camera::ConvertWorldToScreen(const b3Vec3& pw3) const
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Ray3 Camera::ConvertScreenToWorld(const b3Vec2& ps) const
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{
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// Essential Math, page 250.
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float32 w = m_width, h = m_height;
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float32 t = tan(0.5f * m_fovy);
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float32 aspect = m_width / m_height;
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b3Vec3 pv;
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pv.x = 2.0f * aspect * ps.x / m_width - aspect;
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pv.y = -2.0f * ps.y / m_height + 1.0f;
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pv.z = -1.0f / t;
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float32 ratio = w / h;
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b3Vec3 vv;
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vv.x = 2.0f * ratio * ps.x / w - ratio;
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vv.y = -2.0f * ps.y / h + 1.0f;
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vv.z = -1.0f / t;
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b3Transform xf = BuildWorldTransform();
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b3Vec3 pw = xf * pv;
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b3Vec3 vw = xf.rotation * vv;
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vw.Normalize();
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Ray3 rw;
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rw.direction = b3Normalize(pw - xf.position);
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rw.direction = vw;
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rw.origin = xf.position;
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rw.fraction = m_zFar;
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return rw;
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