Pixel-Composer/scripts/d3d_camera/d3d_camera.gml

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enum CAMERA_PROJECTION {
perspective,
orthograph
}
function __3dCamera() constructor {
position = new __vec3();
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rotation = new BBMOD_Quaternion();
focus = new __vec3();
up = new __vec3(0, 0, -1);
raw = camera_create();
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useFocus = true;
focus_angle_x = 0;
focus_angle_y = 0;
focus_dist = 1;
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projection = CAMERA_PROJECTION.perspective;
fov = 60;
view_near = .01;
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view_far = 50;
view_w = 1;
view_h = 1;
view_aspect = 1;
viewMat = new __mat4();
projMat = new __mat4();
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static getUp = function(_x = 1, _y = 1, _z = 1) { #region
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var upVector = new __vec3(0, 0, -1);
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var hRad = degtorad(focus_angle_x);
var vRad = degtorad(focus_angle_y);
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upVector.x = -sin(hRad) * sin(vRad) * _x;
upVector.y = cos(hRad) * -sin(vRad) * _y;
upVector.z = cos(vRad) * _z;
return upVector._normalize();
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} #endregion
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static getCombinedMatrix = function() { return matrix_multiply(viewMat.raw, projMat.raw); }
static applyCamera = function() { #region
camera_set_view_mat(raw, viewMat.raw);
camera_set_proj_mat(raw, projMat.raw);
camera_apply(raw);
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} #endregion
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static resetCamera = function() { #region
camera_apply(0);
gpu_set_cullmode(cull_noculling);
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} #endregion
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static setMatrix = function() { #region
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if(projection == CAMERA_PROJECTION.perspective)
projMat.setRaw(matrix_build_projection_perspective_fov(fov, view_aspect, view_near, view_far));
else
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projMat.setRaw(matrix_build_projection_ortho(view_w, view_h, view_near, view_far));
if(useFocus)
viewMat.setRaw(matrix_build_lookat(position.x, position.y, position.z, focus.x, focus.y, focus.z, up.x, up.y, up.z));
else {
var _for = rotation.Rotate(new BBMOD_Vec3( 1.0, 0.0, 0.0));
var _up = rotation.Rotate(new BBMOD_Vec3( 0.0, 0.0, -1.0));
viewMat.setRaw(matrix_build_lookat(position.x, position.y, position.z,
position.x + _for.X, position.y + _for.Y, position.z + _for.Z,
_up.X, _up.Y, _up.Z));
}
return self;
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} #endregion
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static setFocusAngle = function(ax, ay, dist) { #region
focus_angle_x = ax;
focus_angle_y = ay;
focus_dist = dist;
return self;
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} #endregion
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static setViewFov = function(fov, near, far) { #region
self.fov = fov;
self.view_near = near;
self.view_far = far;
return self;
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} #endregion
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static setViewSize = function(w, h) { #region
view_w = w;
view_h = h;
view_aspect = w / h;
return self;
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} #endregion
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static setCameraLookRotate = function() { #region
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var _fPos = calculate_3d_position(focus.x, focus.y, focus.z, focus_angle_x, focus_angle_y, focus_dist);
position.set(_fPos);
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} #endregion
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static worldPointToViewPoint = function(vec3) { #region
var _vec4 = new __vec4().set(vec3, 1);
var _view = viewMat.transpose().multiplyVector(_vec4);
var _proj = projMat.transpose().multiplyVector(_view);
_proj._divide(_proj.w);
_proj.x = view_w / 2 + _proj.x * view_w / 2;
_proj.y = view_h / 2 + _proj.y * view_h / 2;
return _proj;
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} #endregion
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static viewPointToWorldRay = function(_x, _y) { #region
var rayOrigin = position;
var normalizedX = (2 * _x / view_w) - 1;
var normalizedY = 1 - (2 * _y / view_h);
var tanFOV = tan(degtorad(fov) * 0.5);
var _up = getUp();
var forward = focus.subtract(position)._normalize();
var right = forward.cross(_up)._normalize();
var rayDirection = forward.add(right.multiply(normalizedX * tanFOV * view_aspect))
.add(_up.multiply(normalizedY * tanFOV))
._normalize();
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return new __ray(rayOrigin, rayDirection);
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} #endregion
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}