1 /*************************************************************************/
2 /*  camera_matrix.cpp                                                    */
3 /*************************************************************************/
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30 #include "camera_matrix.h"
31 #include "math_funcs.h"
32 #include "print_string.h"
33 
set_identity()34 void CameraMatrix::set_identity() {
35 
36 	for (int i = 0; i < 4; i++) {
37 
38 		for (int j = 0; j < 4; j++) {
39 
40 			matrix[i][j] = (i == j) ? 1 : 0;
41 		}
42 	}
43 }
44 
set_zero()45 void CameraMatrix::set_zero() {
46 
47 	for (int i = 0; i < 4; i++) {
48 
49 		for (int j = 0; j < 4; j++) {
50 
51 			matrix[i][j] = 0;
52 		}
53 	}
54 }
55 
xform4(const Plane & p_vec4)56 Plane CameraMatrix::xform4(const Plane &p_vec4) {
57 
58 	Plane ret;
59 
60 	ret.normal.x = matrix[0][0] * p_vec4.normal.x + matrix[1][0] * p_vec4.normal.y + matrix[2][0] * p_vec4.normal.z + matrix[3][0] * p_vec4.d;
61 	ret.normal.y = matrix[0][1] * p_vec4.normal.x + matrix[1][1] * p_vec4.normal.y + matrix[2][1] * p_vec4.normal.z + matrix[3][1] * p_vec4.d;
62 	ret.normal.z = matrix[0][2] * p_vec4.normal.x + matrix[1][2] * p_vec4.normal.y + matrix[2][2] * p_vec4.normal.z + matrix[3][2] * p_vec4.d;
63 	ret.d = matrix[0][3] * p_vec4.normal.x + matrix[1][3] * p_vec4.normal.y + matrix[2][3] * p_vec4.normal.z + matrix[3][3] * p_vec4.d;
64 	return ret;
65 }
66 
set_perspective(float p_fovy_degrees,float p_aspect,float p_z_near,float p_z_far,bool p_flip_fov)67 void CameraMatrix::set_perspective(float p_fovy_degrees, float p_aspect, float p_z_near, float p_z_far, bool p_flip_fov) {
68 
69 	if (p_flip_fov) {
70 		p_fovy_degrees = get_fovy(p_fovy_degrees, 1.0 / p_aspect);
71 	}
72 
73 	float sine, cotangent, deltaZ;
74 	float radians = p_fovy_degrees / 2.0 * Math_PI / 180.0;
75 
76 	deltaZ = p_z_far - p_z_near;
77 	sine = Math::sin(radians);
78 
79 	if ((deltaZ == 0) || (sine == 0) || (p_aspect == 0)) {
80 		return;
81 	}
82 	cotangent = Math::cos(radians) / sine;
83 
84 	set_identity();
85 
86 	matrix[0][0] = cotangent / p_aspect;
87 	matrix[1][1] = cotangent;
88 	matrix[2][2] = -(p_z_far + p_z_near) / deltaZ;
89 	matrix[2][3] = -1;
90 	matrix[3][2] = -2 * p_z_near * p_z_far / deltaZ;
91 	matrix[3][3] = 0;
92 }
93 
set_orthogonal(float p_left,float p_right,float p_bottom,float p_top,float p_znear,float p_zfar)94 void CameraMatrix::set_orthogonal(float p_left, float p_right, float p_bottom, float p_top, float p_znear, float p_zfar) {
95 
96 	set_identity();
97 
98 	matrix[0][0] = 2.0 / (p_right - p_left);
99 	matrix[3][0] = -((p_right + p_left) / (p_right - p_left));
100 	matrix[1][1] = 2.0 / (p_top - p_bottom);
101 	matrix[3][1] = -((p_top + p_bottom) / (p_top - p_bottom));
102 	matrix[2][2] = -2.0 / (p_zfar - p_znear);
103 	matrix[3][2] = -((p_zfar + p_znear) / (p_zfar - p_znear));
104 	matrix[3][3] = 1.0;
105 }
106 
set_orthogonal(float p_size,float p_aspect,float p_znear,float p_zfar,bool p_flip_fov)107 void CameraMatrix::set_orthogonal(float p_size, float p_aspect, float p_znear, float p_zfar, bool p_flip_fov) {
108 
109 	if (!p_flip_fov) {
110 		p_size *= p_aspect;
111 	}
112 
113 	set_orthogonal(-p_size / 2, +p_size / 2, -p_size / p_aspect / 2, +p_size / p_aspect / 2, p_znear, p_zfar);
114 }
115 
set_frustum(float p_left,float p_right,float p_bottom,float p_top,float p_near,float p_far)116 void CameraMatrix::set_frustum(float p_left, float p_right, float p_bottom, float p_top, float p_near, float p_far) {
117 #if 0
118 	///@TODO, give a check to this. I'm not sure if it's working.
119 	set_identity();
120 
121 	matrix[0][0]=(2*p_near) / (p_right-p_left);
122 	matrix[0][2]=(p_right+p_left) / (p_right-p_left);
123 	matrix[1][1]=(2*p_near) / (p_top-p_bottom);
124 	matrix[1][2]=(p_top+p_bottom) / (p_top-p_bottom);
125 	matrix[2][2]=-(p_far+p_near) / ( p_far-p_near);
126 	matrix[2][3]=-(2*p_far*p_near) / (p_far-p_near);
127 	matrix[3][2]=-1;
128 	matrix[3][3]=0;
129 #else
130 	float *te = &matrix[0][0];
131 	float x = 2 * p_near / (p_right - p_left);
132 	float y = 2 * p_near / (p_top - p_bottom);
133 
134 	float a = (p_right + p_left) / (p_right - p_left);
135 	float b = (p_top + p_bottom) / (p_top - p_bottom);
136 	float c = -(p_far + p_near) / (p_far - p_near);
137 	float d = -2 * p_far * p_near / (p_far - p_near);
138 
139 	te[0] = x;
140 	te[1] = 0;
141 	te[2] = 0;
142 	te[3] = 0;
143 	te[4] = 0;
144 	te[5] = y;
145 	te[6] = 0;
146 	te[7] = 0;
147 	te[8] = a;
148 	te[9] = b;
149 	te[10] = c;
150 	te[11] = -1;
151 	te[12] = 0;
152 	te[13] = 0;
153 	te[14] = d;
154 	te[15] = 0;
155 
156 #endif
157 }
158 
get_z_far() const159 float CameraMatrix::get_z_far() const {
160 
161 	const float *matrix = (const float *)this->matrix;
162 	Plane new_plane = Plane(matrix[3] - matrix[2],
163 			matrix[7] - matrix[6],
164 			matrix[11] - matrix[10],
165 			matrix[15] - matrix[14]);
166 
167 	new_plane.normal = -new_plane.normal;
168 	new_plane.normalize();
169 
170 	return new_plane.d;
171 }
get_z_near() const172 float CameraMatrix::get_z_near() const {
173 
174 	const float *matrix = (const float *)this->matrix;
175 	Plane new_plane = Plane(matrix[3] + matrix[2],
176 			matrix[7] + matrix[6],
177 			matrix[11] + matrix[10],
178 			-matrix[15] - matrix[14]);
179 
180 	new_plane.normalize();
181 	return new_plane.d;
182 }
183 
get_viewport_size(float & r_width,float & r_height) const184 void CameraMatrix::get_viewport_size(float &r_width, float &r_height) const {
185 
186 	const float *matrix = (const float *)this->matrix;
187 	///////--- Near Plane ---///////
188 	Plane near_plane = Plane(matrix[3] + matrix[2],
189 			matrix[7] + matrix[6],
190 			matrix[11] + matrix[10],
191 			-matrix[15] - matrix[14]);
192 	near_plane.normalize();
193 
194 	///////--- Right Plane ---///////
195 	Plane right_plane = Plane(matrix[3] - matrix[0],
196 			matrix[7] - matrix[4],
197 			matrix[11] - matrix[8],
198 			-matrix[15] + matrix[12]);
199 	right_plane.normalize();
200 
201 	Plane top_plane = Plane(matrix[3] - matrix[1],
202 			matrix[7] - matrix[5],
203 			matrix[11] - matrix[9],
204 			-matrix[15] + matrix[13]);
205 	top_plane.normalize();
206 
207 	Vector3 res;
208 	near_plane.intersect_3(right_plane, top_plane, &res);
209 
210 	r_width = res.x;
211 	r_height = res.y;
212 }
213 
get_endpoints(const Transform & p_transform,Vector3 * p_8points) const214 bool CameraMatrix::get_endpoints(const Transform &p_transform, Vector3 *p_8points) const {
215 
216 	const float *matrix = (const float *)this->matrix;
217 
218 	///////--- Near Plane ---///////
219 	Plane near_plane = Plane(matrix[3] + matrix[2],
220 			matrix[7] + matrix[6],
221 			matrix[11] + matrix[10],
222 			-matrix[15] - matrix[14]);
223 	near_plane.normalize();
224 
225 	///////--- Far Plane ---///////
226 	Plane far_plane = Plane(matrix[2] - matrix[3],
227 			matrix[6] - matrix[7],
228 			matrix[10] - matrix[11],
229 			matrix[15] - matrix[14]);
230 	far_plane.normalize();
231 
232 	///////--- Right Plane ---///////
233 	Plane right_plane = Plane(matrix[0] - matrix[3],
234 			matrix[4] - matrix[7],
235 			matrix[8] - matrix[11],
236 			-matrix[15] + matrix[12]);
237 	right_plane.normalize();
238 
239 	///////--- Top Plane ---///////
240 	Plane top_plane = Plane(matrix[1] - matrix[3],
241 			matrix[5] - matrix[7],
242 			matrix[9] - matrix[11],
243 			-matrix[15] + matrix[13]);
244 	top_plane.normalize();
245 
246 	Vector3 near_endpoint;
247 	Vector3 far_endpoint;
248 
249 	bool res = near_plane.intersect_3(right_plane, top_plane, &near_endpoint);
250 	ERR_FAIL_COND_V(!res, false);
251 
252 	res = far_plane.intersect_3(right_plane, top_plane, &far_endpoint);
253 	ERR_FAIL_COND_V(!res, false);
254 
255 	p_8points[0] = p_transform.xform(Vector3(near_endpoint.x, near_endpoint.y, near_endpoint.z));
256 	p_8points[1] = p_transform.xform(Vector3(near_endpoint.x, -near_endpoint.y, near_endpoint.z));
257 	p_8points[2] = p_transform.xform(Vector3(-near_endpoint.x, near_endpoint.y, near_endpoint.z));
258 	p_8points[3] = p_transform.xform(Vector3(-near_endpoint.x, -near_endpoint.y, near_endpoint.z));
259 	p_8points[4] = p_transform.xform(Vector3(far_endpoint.x, far_endpoint.y, far_endpoint.z));
260 	p_8points[5] = p_transform.xform(Vector3(far_endpoint.x, -far_endpoint.y, far_endpoint.z));
261 	p_8points[6] = p_transform.xform(Vector3(-far_endpoint.x, far_endpoint.y, far_endpoint.z));
262 	p_8points[7] = p_transform.xform(Vector3(-far_endpoint.x, -far_endpoint.y, far_endpoint.z));
263 
264 	return true;
265 }
266 
get_projection_planes(const Transform & p_transform) const267 Vector<Plane> CameraMatrix::get_projection_planes(const Transform &p_transform) const {
268 
269 	/** Fast Plane Extraction from combined modelview/projection matrices.
270 	 * References:
271 	 * http://www.markmorley.com/opengl/frustumculling.html
272 	 * http://www2.ravensoft.com/users/ggribb/plane%20extraction.pdf
273 	 */
274 
275 	Vector<Plane> planes;
276 
277 	const float *matrix = (const float *)this->matrix;
278 
279 	Plane new_plane;
280 
281 	///////--- Near Plane ---///////
282 	new_plane = Plane(matrix[3] + matrix[2],
283 			matrix[7] + matrix[6],
284 			matrix[11] + matrix[10],
285 			matrix[15] + matrix[14]);
286 
287 	new_plane.normal = -new_plane.normal;
288 	new_plane.normalize();
289 
290 	planes.push_back(p_transform.xform(new_plane));
291 
292 	///////--- Far Plane ---///////
293 	new_plane = Plane(matrix[3] - matrix[2],
294 			matrix[7] - matrix[6],
295 			matrix[11] - matrix[10],
296 			matrix[15] - matrix[14]);
297 
298 	new_plane.normal = -new_plane.normal;
299 	new_plane.normalize();
300 
301 	planes.push_back(p_transform.xform(new_plane));
302 
303 	///////--- Left Plane ---///////
304 	new_plane = Plane(matrix[3] + matrix[0],
305 			matrix[7] + matrix[4],
306 			matrix[11] + matrix[8],
307 			matrix[15] + matrix[12]);
308 
309 	new_plane.normal = -new_plane.normal;
310 	new_plane.normalize();
311 
312 	planes.push_back(p_transform.xform(new_plane));
313 
314 	///////--- Top Plane ---///////
315 	new_plane = Plane(matrix[3] - matrix[1],
316 			matrix[7] - matrix[5],
317 			matrix[11] - matrix[9],
318 			matrix[15] - matrix[13]);
319 
320 	new_plane.normal = -new_plane.normal;
321 	new_plane.normalize();
322 
323 	planes.push_back(p_transform.xform(new_plane));
324 
325 	///////--- Right Plane ---///////
326 	new_plane = Plane(matrix[3] - matrix[0],
327 			matrix[7] - matrix[4],
328 			matrix[11] - matrix[8],
329 			matrix[15] - matrix[12]);
330 
331 	new_plane.normal = -new_plane.normal;
332 	new_plane.normalize();
333 
334 	planes.push_back(p_transform.xform(new_plane));
335 
336 	///////--- Bottom Plane ---///////
337 	new_plane = Plane(matrix[3] + matrix[1],
338 			matrix[7] + matrix[5],
339 			matrix[11] + matrix[9],
340 			matrix[15] + matrix[13]);
341 
342 	new_plane.normal = -new_plane.normal;
343 	new_plane.normalize();
344 
345 	planes.push_back(p_transform.xform(new_plane));
346 
347 	return planes;
348 }
349 
inverse() const350 CameraMatrix CameraMatrix::inverse() const {
351 
352 	CameraMatrix cm = *this;
353 	cm.invert();
354 	return cm;
355 }
356 
invert()357 void CameraMatrix::invert() {
358 
359 	int i, j, k;
360 	int pvt_i[4], pvt_j[4]; /* Locations of pivot matrix */
361 	float pvt_val; /* Value of current pivot element */
362 	float hold; /* Temporary storage */
363 	float determinat; /* Determinant */
364 
365 	determinat = 1.0;
366 	for (k = 0; k < 4; k++) {
367 		/** Locate k'th pivot element **/
368 		pvt_val = matrix[k][k]; /** Initialize for search **/
369 		pvt_i[k] = k;
370 		pvt_j[k] = k;
371 		for (i = k; i < 4; i++) {
372 			for (j = k; j < 4; j++) {
373 				if (Math::absd(matrix[i][j]) > Math::absd(pvt_val)) {
374 					pvt_i[k] = i;
375 					pvt_j[k] = j;
376 					pvt_val = matrix[i][j];
377 				}
378 			}
379 		}
380 
381 		/** Product of pivots, gives determinant when finished **/
382 		determinat *= pvt_val;
383 		if (Math::absd(determinat) < 1e-7) {
384 			return; //(false);  /** Matrix is singular (zero determinant). **/
385 		}
386 
387 		/** "Interchange" rows (with sign change stuff) **/
388 		i = pvt_i[k];
389 		if (i != k) { /** If rows are different **/
390 			for (j = 0; j < 4; j++) {
391 				hold = -matrix[k][j];
392 				matrix[k][j] = matrix[i][j];
393 				matrix[i][j] = hold;
394 			}
395 		}
396 
397 		/** "Interchange" columns **/
398 		j = pvt_j[k];
399 		if (j != k) { /** If columns are different **/
400 			for (i = 0; i < 4; i++) {
401 				hold = -matrix[i][k];
402 				matrix[i][k] = matrix[i][j];
403 				matrix[i][j] = hold;
404 			}
405 		}
406 
407 		/** Divide column by minus pivot value **/
408 		for (i = 0; i < 4; i++) {
409 			if (i != k) matrix[i][k] /= (-pvt_val);
410 		}
411 
412 		/** Reduce the matrix **/
413 		for (i = 0; i < 4; i++) {
414 			hold = matrix[i][k];
415 			for (j = 0; j < 4; j++) {
416 				if (i != k && j != k) matrix[i][j] += hold * matrix[k][j];
417 			}
418 		}
419 
420 		/** Divide row by pivot **/
421 		for (j = 0; j < 4; j++) {
422 			if (j != k) matrix[k][j] /= pvt_val;
423 		}
424 
425 		/** Replace pivot by reciprocal (at last we can touch it). **/
426 		matrix[k][k] = 1.0 / pvt_val;
427 	}
428 
429 	/* That was most of the work, one final pass of row/column interchange */
430 	/* to finish */
431 	for (k = 4 - 2; k >= 0; k--) { /* Don't need to work with 1 by 1 corner*/
432 		i = pvt_j[k]; /* Rows to swap correspond to pivot COLUMN */
433 		if (i != k) { /* If rows are different */
434 			for (j = 0; j < 4; j++) {
435 				hold = matrix[k][j];
436 				matrix[k][j] = -matrix[i][j];
437 				matrix[i][j] = hold;
438 			}
439 		}
440 
441 		j = pvt_i[k]; /* Columns to swap correspond to pivot ROW */
442 		if (j != k) /* If columns are different */
443 			for (i = 0; i < 4; i++) {
444 				hold = matrix[i][k];
445 				matrix[i][k] = -matrix[i][j];
446 				matrix[i][j] = hold;
447 			}
448 	}
449 }
450 
CameraMatrix()451 CameraMatrix::CameraMatrix() {
452 
453 	set_identity();
454 }
455 
operator *(const CameraMatrix & p_matrix) const456 CameraMatrix CameraMatrix::operator*(const CameraMatrix &p_matrix) const {
457 
458 	CameraMatrix new_matrix;
459 
460 	for (int j = 0; j < 4; j++) {
461 		for (int i = 0; i < 4; i++) {
462 			real_t ab = 0;
463 			for (int k = 0; k < 4; k++)
464 				ab += matrix[k][i] * p_matrix.matrix[j][k];
465 			new_matrix.matrix[j][i] = ab;
466 		}
467 	}
468 
469 	return new_matrix;
470 }
471 
set_light_bias()472 void CameraMatrix::set_light_bias() {
473 
474 	float *m = &matrix[0][0];
475 
476 	m[0] = 0.5,
477 	m[1] = 0.0,
478 	m[2] = 0.0,
479 	m[3] = 0.0,
480 	m[4] = 0.0,
481 	m[5] = 0.5,
482 	m[6] = 0.0,
483 	m[7] = 0.0,
484 	m[8] = 0.0,
485 	m[9] = 0.0,
486 	m[10] = 0.5,
487 	m[11] = 0.0,
488 	m[12] = 0.5,
489 	m[13] = 0.5,
490 	m[14] = 0.5,
491 	m[15] = 1.0;
492 }
493 
operator String() const494 CameraMatrix::operator String() const {
495 
496 	String str;
497 	for (int i = 0; i < 4; i++)
498 		for (int j = 0; j < 4; j++)
499 			str += String((j > 0) ? ", " : "\n") + rtos(matrix[i][j]);
500 
501 	return str;
502 }
503 
get_aspect() const504 float CameraMatrix::get_aspect() const {
505 
506 	float w, h;
507 	get_viewport_size(w, h);
508 	return w / h;
509 }
510 
get_fov() const511 float CameraMatrix::get_fov() const {
512 	const float *matrix = (const float *)this->matrix;
513 
514 	Plane right_plane = Plane(matrix[3] - matrix[0],
515 			matrix[7] - matrix[4],
516 			matrix[11] - matrix[8],
517 			-matrix[15] + matrix[12]);
518 	right_plane.normalize();
519 
520 	return Math::rad2deg(Math::acos(Math::abs(right_plane.normal.x))) * 2.0;
521 }
522 
make_scale(const Vector3 & p_scale)523 void CameraMatrix::make_scale(const Vector3 &p_scale) {
524 
525 	set_identity();
526 	matrix[0][0] = p_scale.x;
527 	matrix[1][1] = p_scale.y;
528 	matrix[2][2] = p_scale.z;
529 }
530 
scale_translate_to_fit(const AABB & p_aabb)531 void CameraMatrix::scale_translate_to_fit(const AABB &p_aabb) {
532 
533 	Vector3 min = p_aabb.pos;
534 	Vector3 max = p_aabb.pos + p_aabb.size;
535 
536 	matrix[0][0] = 2 / (max.x - min.x);
537 	matrix[1][0] = 0;
538 	matrix[2][0] = 0;
539 	matrix[3][0] = -(max.x + min.x) / (max.x - min.x);
540 
541 	matrix[0][1] = 0;
542 	matrix[1][1] = 2 / (max.y - min.y);
543 	matrix[2][1] = 0;
544 	matrix[3][1] = -(max.y + min.y) / (max.y - min.y);
545 
546 	matrix[0][2] = 0;
547 	matrix[1][2] = 0;
548 	matrix[2][2] = 2 / (max.z - min.z);
549 	matrix[3][2] = -(max.z + min.z) / (max.z - min.z);
550 
551 	matrix[0][3] = 0;
552 	matrix[1][3] = 0;
553 	matrix[2][3] = 0;
554 	matrix[3][3] = 1;
555 }
556 
operator Transform() const557 CameraMatrix::operator Transform() const {
558 
559 	Transform tr;
560 	const float *m = &matrix[0][0];
561 
562 	tr.basis.elements[0][0] = m[0];
563 	tr.basis.elements[1][0] = m[1];
564 	tr.basis.elements[2][0] = m[2];
565 
566 	tr.basis.elements[0][1] = m[4];
567 	tr.basis.elements[1][1] = m[5];
568 	tr.basis.elements[2][1] = m[6];
569 
570 	tr.basis.elements[0][2] = m[8];
571 	tr.basis.elements[1][2] = m[9];
572 	tr.basis.elements[2][2] = m[10];
573 
574 	tr.origin.x = m[12];
575 	tr.origin.y = m[13];
576 	tr.origin.z = m[14];
577 
578 	return tr;
579 }
580 
CameraMatrix(const Transform & p_transform)581 CameraMatrix::CameraMatrix(const Transform &p_transform) {
582 
583 	const Transform &tr = p_transform;
584 	float *m = &matrix[0][0];
585 
586 	m[0] = tr.basis.elements[0][0];
587 	m[1] = tr.basis.elements[1][0];
588 	m[2] = tr.basis.elements[2][0];
589 	m[3] = 0.0;
590 	m[4] = tr.basis.elements[0][1];
591 	m[5] = tr.basis.elements[1][1];
592 	m[6] = tr.basis.elements[2][1];
593 	m[7] = 0.0;
594 	m[8] = tr.basis.elements[0][2];
595 	m[9] = tr.basis.elements[1][2];
596 	m[10] = tr.basis.elements[2][2];
597 	m[11] = 0.0;
598 	m[12] = tr.origin.x;
599 	m[13] = tr.origin.y;
600 	m[14] = tr.origin.z;
601 	m[15] = 1.0;
602 }
603 
~CameraMatrix()604 CameraMatrix::~CameraMatrix() {
605 }
606