Use double vector types in camera view matrix calculations
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@@ -93,6 +93,9 @@ public:
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// Calculates the inverse of the specified matrix.
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static void Invert(const Double4x4& value, Double4x4& result);
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// Creates a left-handed, look-at matrix.
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static void LookAt(const Double3& eye, const Double3& target, const Double3& up, Double4x4& result);
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// Calculates the product of two matrices.
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static void Multiply(const Double4x4& left, const Double4x4& right, Double4x4& result);
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@@ -1001,6 +1001,37 @@ void Double4x4::Invert(const Double4x4& value, Double4x4& result)
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result.M44 = +d44 * det;
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}
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void Double4x4::LookAt(const Double3& eye, const Double3& target, const Double3& up, Double4x4& result)
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{
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Double3 xaxis, yaxis, zaxis;
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Double3::Subtract(target, eye, zaxis);
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zaxis.Normalize();
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Double3::Cross(up, zaxis, xaxis);
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xaxis.Normalize();
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Double3::Cross(zaxis, xaxis, yaxis);
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result.M11 = xaxis.X;
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result.M21 = xaxis.Y;
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result.M31 = xaxis.Z;
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result.M12 = yaxis.X;
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result.M22 = yaxis.Y;
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result.M32 = yaxis.Z;
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result.M13 = zaxis.X;
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result.M23 = zaxis.Y;
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result.M33 = zaxis.Z;
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result.M14 = 0.0f;
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result.M24 = 0.0f;
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result.M34 = 0.0f;
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result.M41 = -Double3::Dot(xaxis, eye);
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result.M42 = -Double3::Dot(yaxis, eye);
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result.M43 = -Double3::Dot(zaxis, eye);
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result.M44 = 1.0f;
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}
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void Double4x4::Multiply(const Double4x4& left, const Double4x4& right, Double4x4& result)
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{
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result.M11 = left.M11 * right.M11 + left.M12 * right.M21 + left.M13 * right.M31 + left.M14 * right.M41;
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@@ -3,6 +3,7 @@
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#include "Camera.h"
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#include "Engine/Level/SceneObjectsFactory.h"
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#include "Engine/Core/Math/Matrix.h"
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#include "Engine/Core/Math/Double4x4.h"
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#include "Engine/Core/Math/Viewport.h"
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#include "Engine/Content/Assets/Model.h"
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#include "Engine/Content/Content.h"
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@@ -302,12 +303,15 @@ void Camera::GetMatrices(Matrix& view, Matrix& projection, const Viewport& viewp
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}
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// Create view matrix
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const Float3 direction = GetDirection();
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const Float3 position = _transform.Translation - origin;
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const Float3 target = position + direction;
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Float3 up;
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Float3::Transform(Float3::Up, GetOrientation(), up);
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Matrix::LookAt(position, target, up, view);
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const Vector3 direction = Vector3::Transform(Vector3::Forward, GetOrientation());
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const Vector3 position = _transform.Translation - origin;
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const Vector3 target = position + direction;
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Vector3 up;
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Vector3::Transform(Vector3::Up, GetOrientation(), up);
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Real4x4 viewResult;
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Real4x4::LookAt(position, target, up, viewResult);
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view = Matrix(viewResult);
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}
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#if USE_EDITOR
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