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@@ -0,0 +1,201 @@
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+/**
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+ * @author dmarcos / https://github.com/dmarcos
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+ */
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+
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+THREE.VREffect = function ( renderer, done ) {
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+
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+ this._renderer = renderer;
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+
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+ this._init = function() {
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+ var self = this;
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+ if ( !navigator.mozGetVRDevices ) {
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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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+ navigator.mozGetVRDevices( gotVRDevices );
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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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+
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+ this._init();
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+
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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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+ renderer.enableScissorTest( false );
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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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+ renderer.render.apply( this._renderer , arguments );
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+ };
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+
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+ this.renderStereo = function( scene, camera, renderTarget, forceClear ) {
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+ var cameraLeft;
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+ var cameraRight;
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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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+ renderer.enableScissorTest( true );
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+ renderer.clear();
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+
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+ // Grab camera matrix from user.
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+ // This is interpreted as the head base.
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+ if ( camera.matrixAutoUpdate ) {
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+ camera.updateMatrix();
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+ }
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+ var eyeWorldMatrix = camera.matrixWorld.clone();
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+
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+ cameraLeft = camera.clone();
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+ cameraRight = camera.clone();
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+ cameraLeft.projectionMatrix = this.FovToProjection( this.leftEyeFOV );
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+ cameraRight.projectionMatrix = this.FovToProjection( this.rightEyeFOV );
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+ cameraLeft.position.add(new THREE.Vector3(
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+ leftEyeTranslation.x, leftEyeTranslation.y, leftEyeTranslation.z) );
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+ cameraRight.position.add(new THREE.Vector3(
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+ rightEyeTranslation.x, rightEyeTranslation.y, rightEyeTranslation.z) );
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+
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+ // render left eye
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+ renderer.setViewport( 0, 0, 640, 800 );
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+ renderer.setScissor( 0, 0, 640, 800 );
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+ renderer.render( scene, cameraLeft );
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+
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+ // render right eye
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+ renderer.setViewport( 640, 0, 640, 800 );
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+ renderer.setScissor( 640, 0, 640, 800 );
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+ renderer.render( scene, cameraRight );
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+
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+ };
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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 fullScreen = this._fullScreen;
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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 && fullScreen ||
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+ !enable && !fullScreen ) {
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+ return;
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+ }
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+ // VR Mode disabled
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+ if ( !enable && fullScreen ) {
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+ // Restores canvas original size
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+ renderer.setSize( canvasOriginalSize.width, canvasOriginalSize.height );
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+ fullScreen = false;
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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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+ fullScreen = true;
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+ // Hardcoded Rift display size
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+ renderer.setSize( 1280, 800 );
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+ this.startFullscreen( vrHMD );
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+ };
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+
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+ this.startFullscreen = function( vrHMD ) {
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+ var self = this;
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+ var renderer = this._renderer;
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+ vrHMD.xxxToggleElementVR( renderer.domElement );
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+ document.addEventListener( "mozfullscreenchange", function() {
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+ if ( !document.mozFullScreenElement ) {
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+ self.setFullScreen( false );
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+ }
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+ },false );
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+ renderer.domElement.mozRequestFullScreen( { 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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+
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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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+
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+ var handednessScale = rightHanded ? -1.0 : 1.0;
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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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+ mobj.transpose();
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+
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+ return mobj;
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+ };
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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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+};
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