mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-30 01:14:57 +01:00
254 lines
7.4 KiB
JavaScript
254 lines
7.4 KiB
JavaScript
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/**
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* @author dmarcos / https://github.com/dmarcos
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*
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* It handles stereo rendering
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* If mozGetVRDevices and getVRDevices APIs are not available it gracefuly falls back to a
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* regular renderer
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*
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* The HMD supported is the Oculus DK1 and The Web API doesn't currently allow
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* to query for the display resolution (only the chrome API allows it).
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* The dimensions of the screen are temporarly hardcoded (1280 x 800).
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*
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* For VR mode to work it has to be used with the Oculus enabled builds of Firefox or Chrome:
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*
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* Firefox:
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*
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* http://mozvr.com/downloads.html
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*
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* Chrome builds:
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*
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* https://drive.google.com/a/google.com/folderview?id=0BzudLt22BqGRbW9WTHMtOWMzNjQ&usp=sharing#list
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*
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*/
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THREE.VREffect = function ( renderer, done ) {
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var cameraLeft = new THREE.PerspectiveCamera();
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var cameraRight = new THREE.PerspectiveCamera();
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this._renderer = renderer;
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this._init = function() {
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var self = this;
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if ( !navigator.mozGetVRDevices && !navigator.getVRDevices ) {
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if ( done ) {
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done("Your browser is not VR Ready");
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}
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return;
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}
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if ( navigator.getVRDevices ) {
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navigator.getVRDevices().then( gotVRDevices );
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} else {
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navigator.mozGetVRDevices( gotVRDevices );
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}
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function gotVRDevices( devices ) {
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var vrHMD;
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var error;
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for ( var i = 0; i < devices.length; ++ i ) {
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if ( devices[i] instanceof HMDVRDevice ) {
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vrHMD = devices[i];
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self._vrHMD = vrHMD;
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self.leftEyeTranslation = vrHMD.getEyeTranslation( "left" );
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self.rightEyeTranslation = vrHMD.getEyeTranslation( "right" );
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self.leftEyeFOV = vrHMD.getRecommendedEyeFieldOfView( "left" );
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self.rightEyeFOV = vrHMD.getRecommendedEyeFieldOfView( "right" );
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break; // We keep the first we encounter
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}
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}
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if ( done ) {
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if ( !vrHMD ) {
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error = 'HMD not available';
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}
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done( error );
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}
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}
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};
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this._init();
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this.render = function ( scene, camera ) {
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var renderer = this._renderer;
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var vrHMD = this._vrHMD;
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// VR render mode if HMD is available
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if ( vrHMD ) {
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this.renderStereo.apply( this, arguments );
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return;
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}
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// Regular render mode if not HMD
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if ( scene instanceof Array ) scene = scene[ 0 ];
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renderer.render.apply( this._renderer, arguments );
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};
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this.renderStereo = function( scene, camera, renderTarget, forceClear ) {
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var sceneLeft, sceneRight;
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if ( scene instanceof Array ) {
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sceneLeft = scene[ 0 ];
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sceneRight = scene[ 1 ];
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} else {
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sceneLeft = scene;
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sceneRight = scene;
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}
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var leftEyeTranslation = this.leftEyeTranslation;
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var rightEyeTranslation = this.rightEyeTranslation;
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var renderer = this._renderer;
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var rendererWidth = renderer.context.drawingBufferWidth;
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var rendererHeight = renderer.context.drawingBufferHeight;
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var eyeDivisionLine = rendererWidth / 2;
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renderer.enableScissorTest( true );
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renderer.clear();
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if ( camera.parent === undefined ) {
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camera.updateMatrixWorld();
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}
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cameraLeft.projectionMatrix = this.FovToProjection( this.leftEyeFOV, true, camera.near, camera.far );
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cameraRight.projectionMatrix = this.FovToProjection( this.rightEyeFOV, true, camera.near, camera.far );
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camera.matrixWorld.decompose( cameraLeft.position, cameraLeft.quaternion, cameraLeft.scale );
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camera.matrixWorld.decompose( cameraRight.position, cameraRight.quaternion, cameraRight.scale );
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cameraLeft.translateX( leftEyeTranslation.x );
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cameraRight.translateX( rightEyeTranslation.x );
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// render left eye
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renderer.setViewport( 0, 0, eyeDivisionLine, rendererHeight );
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renderer.setScissor( 0, 0, eyeDivisionLine, rendererHeight );
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renderer.render( sceneLeft, cameraLeft );
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// render right eye
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renderer.setViewport( eyeDivisionLine, 0, eyeDivisionLine, rendererHeight );
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renderer.setScissor( eyeDivisionLine, 0, eyeDivisionLine, rendererHeight );
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renderer.render( sceneRight, cameraRight );
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renderer.enableScissorTest( false );
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};
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this.setSize = function( width, height ) {
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renderer.setSize( width, height );
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};
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this.setFullScreen = function( enable ) {
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var renderer = this._renderer;
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var vrHMD = this._vrHMD;
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var canvasOriginalSize = this._canvasOriginalSize;
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if (!vrHMD) {
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return;
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}
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// If state doesn't change we do nothing
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if ( enable === this._fullScreen ) {
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return;
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}
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this._fullScreen = !!enable;
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// VR Mode disabled
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if ( !enable ) {
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// Restores canvas original size
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renderer.setSize( canvasOriginalSize.width, canvasOriginalSize.height );
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return;
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}
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// VR Mode enabled
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this._canvasOriginalSize = {
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width: renderer.domElement.width,
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height: renderer.domElement.height
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};
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// Hardcoded Rift display size
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renderer.setSize( 1280, 800, false );
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this.startFullscreen();
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};
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this.startFullscreen = function() {
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var self = this;
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var renderer = this._renderer;
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var vrHMD = this._vrHMD;
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var canvas = renderer.domElement;
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var fullScreenChange =
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canvas.mozRequestFullScreen ? 'mozfullscreenchange' : 'webkitfullscreenchange';
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document.addEventListener( fullScreenChange, onFullScreenChanged, false );
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function onFullScreenChanged() {
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if ( !document.mozFullScreenElement && !document.webkitFullscreenElement ) {
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self.setFullScreen( false );
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}
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}
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if ( canvas.mozRequestFullScreen ) {
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canvas.mozRequestFullScreen( { vrDisplay: vrHMD } );
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} else if ( canvas.webkitRequestFullscreen ) {
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canvas.webkitRequestFullscreen( { vrDisplay: vrHMD } );
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}
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};
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this.FovToNDCScaleOffset = function( fov ) {
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var pxscale = 2.0 / (fov.leftTan + fov.rightTan);
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var pxoffset = (fov.leftTan - fov.rightTan) * pxscale * 0.5;
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var pyscale = 2.0 / (fov.upTan + fov.downTan);
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var pyoffset = (fov.upTan - fov.downTan) * pyscale * 0.5;
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return { scale: [ pxscale, pyscale ], offset: [ pxoffset, pyoffset ] };
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};
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this.FovPortToProjection = function( fov, rightHanded /* = true */, zNear /* = 0.01 */, zFar /* = 10000.0 */ )
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{
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rightHanded = rightHanded === undefined ? true : rightHanded;
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zNear = zNear === undefined ? 0.01 : zNear;
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zFar = zFar === undefined ? 10000.0 : zFar;
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var handednessScale = rightHanded ? -1.0 : 1.0;
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// start with an identity matrix
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var mobj = new THREE.Matrix4();
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var m = mobj.elements;
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// and with scale/offset info for normalized device coords
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var scaleAndOffset = this.FovToNDCScaleOffset(fov);
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// X result, map clip edges to [-w,+w]
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m[0 * 4 + 0] = scaleAndOffset.scale[0];
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m[0 * 4 + 1] = 0.0;
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m[0 * 4 + 2] = scaleAndOffset.offset[0] * handednessScale;
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m[0 * 4 + 3] = 0.0;
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// Y result, map clip edges to [-w,+w]
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// Y offset is negated because this proj matrix transforms from world coords with Y=up,
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// but the NDC scaling has Y=down (thanks D3D?)
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m[1 * 4 + 0] = 0.0;
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m[1 * 4 + 1] = scaleAndOffset.scale[1];
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m[1 * 4 + 2] = -scaleAndOffset.offset[1] * handednessScale;
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m[1 * 4 + 3] = 0.0;
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// Z result (up to the app)
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m[2 * 4 + 0] = 0.0;
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m[2 * 4 + 1] = 0.0;
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m[2 * 4 + 2] = zFar / (zNear - zFar) * -handednessScale;
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m[2 * 4 + 3] = (zFar * zNear) / (zNear - zFar);
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// W result (= Z in)
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m[3 * 4 + 0] = 0.0;
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m[3 * 4 + 1] = 0.0;
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m[3 * 4 + 2] = handednessScale;
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m[3 * 4 + 3] = 0.0;
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mobj.transpose();
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return mobj;
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};
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this.FovToProjection = function( fov, rightHanded /* = true */, zNear /* = 0.01 */, zFar /* = 10000.0 */ )
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{
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var fovPort = {
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upTan: Math.tan(fov.upDegrees * Math.PI / 180.0),
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downTan: Math.tan(fov.downDegrees * Math.PI / 180.0),
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leftTan: Math.tan(fov.leftDegrees * Math.PI / 180.0),
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rightTan: Math.tan(fov.rightDegrees * Math.PI / 180.0)
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};
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return this.FovPortToProjection(fovPort, rightHanded, zNear, zFar);
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};
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};
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