Replace tabs with spaces in more files.
--HG-- branch : trunk
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@@ -32,23 +32,23 @@ private:
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/**
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Vertical field of view (in radians)
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*/
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float fieldOfView;
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float fieldOfView;
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/**
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The image plane depth corresponding to a vertical field of
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view, where the film size is 1x1.
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/**
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The image plane depth corresponding to a vertical field of
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view, where the film size is 1x1.
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*/
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float imagePlaneDepth;
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float imagePlaneDepth;
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/**
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Clipping plane, *not* imaging plane. Positive numbers.
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*/
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float nearPlane;
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float nearPlane;
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/**
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Positive
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Positive
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*/
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float farPlane;
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float farPlane;
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CoordinateFrame cframe;
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@@ -64,7 +64,7 @@ public:
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/** The plane containing the face. */
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Plane plane;
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};
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/** The vertices, in homogeneous space. If w == 0,
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a vertex is at infinity. */
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Array<Vector4> vertexPos;
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@@ -77,42 +77,42 @@ public:
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Array<Face> faceArray;
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};
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GCamera();
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GCamera();
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virtual ~GCamera();
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CoordinateFrame getCoordinateFrame() const;
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void getCoordinateFrame(CoordinateFrame& c) const;
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void setCoordinateFrame(const CoordinateFrame& c);
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/**
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Sets the horizontal field of view, in radians. The
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initial angle is toRadians(55).
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<UL>
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<LI> toRadians(50) - Telephoto
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<LI> toRadians(110) - Normal
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<LI> toRadians(140) - Wide angle
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</UL>
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*/
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void setFieldOfView(float angle);
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CoordinateFrame getCoordinateFrame() const;
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void getCoordinateFrame(CoordinateFrame& c) const;
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void setCoordinateFrame(const CoordinateFrame& c);
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/**
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Sets the field of view based on a desired image plane depth
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(<I>s'</I>) and film dimensions in world space. Depth must be positive. Width,
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depth, and height are measured in the same units (meters are
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recommended). The field of view will span the diagonal to the
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image.<P> <I>Note</I>: to simulate a 35mm GCamera, set width =
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0.36 mm and height = 0.24 mm. The width and height used are
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generally not the pixel dimensions of the image.
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*/
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void setImagePlaneDepth(
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/**
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Sets the horizontal field of view, in radians. The
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initial angle is toRadians(55).
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<UL>
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<LI> toRadians(50) - Telephoto
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<LI> toRadians(110) - Normal
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<LI> toRadians(140) - Wide angle
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</UL>
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*/
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void setFieldOfView(float angle);
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/**
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Sets the field of view based on a desired image plane depth
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(<I>s'</I>) and film dimensions in world space. Depth must be positive. Width,
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depth, and height are measured in the same units (meters are
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recommended). The field of view will span the diagonal to the
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image.<P> <I>Note</I>: to simulate a 35mm GCamera, set width =
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0.36 mm and height = 0.24 mm. The width and height used are
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generally not the pixel dimensions of the image.
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*/
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void setImagePlaneDepth(
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float depth,
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const class Rect2D& viewport);
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inline double getFieldOfView() const {
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return fieldOfView;
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}
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inline double getFieldOfView() const {
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return fieldOfView;
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}
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/**
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Projects a world space point onto a width x height screen. The
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@@ -147,7 +147,7 @@ public:
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/**
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Returns the image plane depth, <I>s'</I>, given the current field
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of view for film of dimensions width x height. See
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setImagePlaneDepth for a discussion of worldspace values width and height.
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setImagePlaneDepth for a discussion of worldspace values width and height.
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*/
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float getImagePlaneDepth(
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const class Rect2D& viewport) const;
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@@ -162,7 +162,7 @@ public:
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Integer (x, y) values correspond to
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the upper left corners of pixels. If you want to cast rays
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through pixel centers, add 0.5 to x and y.
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through pixel centers, add 0.5 to x and y.
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*/
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Ray worldRay(
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float x,
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@@ -184,15 +184,15 @@ public:
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return -farPlane;
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}
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inline void setFarPlaneZ(float z) {
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debugAssert(z < 0);
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farPlane = -z;
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}
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inline void setFarPlaneZ(float z) {
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debugAssert(z < 0);
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farPlane = -z;
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}
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inline void setNearPlaneZ(float z) {
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debugAssert(z < 0);
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nearPlane = -z;
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}
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inline void setNearPlaneZ(float z) {
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debugAssert(z < 0);
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nearPlane = -z;
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}
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/**
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Returns the GCamera space width of the viewport.
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@@ -203,16 +203,16 @@ public:
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/**
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Returns the GCamera space height of the viewport.
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*/
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float getViewportHeight(
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float getViewportHeight(
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const class Rect2D& viewport) const;
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/**
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Read back a GCamera space z-value at pixel (x, y) from the depth buffer.
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double getZValue(
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double x,
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double y,
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double x,
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double y,
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const class Rect2D& viewport,
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double polygonOffset = 0) const;
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double polygonOffset = 0) const;
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*/
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void setPosition(const Vector3& t);
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@@ -220,13 +220,13 @@ public:
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void lookAt(const Vector3& position, const Vector3& up = Vector3::unitY());
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/**
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Returns the clipping planes of the frustum, in world space.
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Returns the clipping planes of the frustum, in world space.
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The planes have normals facing <B>into</B> the view frustum.
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The plane order is guaranteed to be:
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Near, Right, Left, Top, Bottom, [Far]
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If the far plane is at infinity, the resulting array will have
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If the far plane is at infinity, the resulting array will have
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5 planes, otherwise there will be 6.
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The viewport is used only to determine the aspect ratio of the screen; the
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