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cogl/matrix: Apply look-at using Graphene
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@ -713,52 +713,22 @@ cogl_matrix_look_at (CoglMatrix *matrix,
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float world_up_y,
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float world_up_y,
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float world_up_z)
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float world_up_z)
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{
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{
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CoglMatrix tmp;
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graphene_matrix_t look_at, m;
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graphene_vec3_t forward;
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graphene_vec3_t eye, center, up;
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graphene_vec3_t side;
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graphene_vec3_t up;
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/* Get a unit viewing direction vector */
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graphene_vec3_init (&forward,
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object_x - eye_position_x,
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object_y - eye_position_y,
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object_z - eye_position_z);
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graphene_vec3_normalize (&forward, &forward);
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graphene_vec3_init (&eye, eye_position_x, eye_position_y, eye_position_z);
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graphene_vec3_init (¢er, object_x, object_y, object_z);
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graphene_vec3_init (&up, world_up_x, world_up_y, world_up_z);
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graphene_vec3_init (&up, world_up_x, world_up_y, world_up_z);
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graphene_matrix_init_look_at (&look_at, &eye, ¢er, &up);
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/* Take the sideways direction as being perpendicular to the viewing
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cogl_matrix_to_graphene_matrix (matrix, &m);
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* direction and the word up vector. */
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graphene_matrix_transpose (&m, &m);
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graphene_vec3_cross (&forward, &up, &side);
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graphene_vec3_normalize (&side, &side);
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/* Now we have unit sideways and forward-direction vectors calculate
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graphene_matrix_translate (&m, &GRAPHENE_POINT3D_INIT (-eye_position_x,
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* a new mutually perpendicular up vector. */
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-eye_position_y,
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graphene_vec3_cross (&side, &forward, &up);
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-eye_position_z));
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graphene_matrix_multiply (&m, &look_at, &m);
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tmp.xx = graphene_vec3_get_x (&side);
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graphene_matrix_to_cogl_matrix (&m, matrix);
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tmp.yx = graphene_vec3_get_y (&side);
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tmp.zx = graphene_vec3_get_z (&side);
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tmp.wx = 0;
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tmp.xy = graphene_vec3_get_x (&up);
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tmp.yy = graphene_vec3_get_y (&up);
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tmp.zy = graphene_vec3_get_z (&up);
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tmp.wy = 0;
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tmp.xz = -graphene_vec3_get_x (&forward);
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tmp.yz = -graphene_vec3_get_y (&forward);
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tmp.zz = -graphene_vec3_get_z (&forward);
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tmp.wz = 0;
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tmp.xw = 0;
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tmp.yw = 0;
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tmp.zw = 0;
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tmp.ww = 1;
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cogl_matrix_translate (&tmp, -eye_position_x, -eye_position_y, -eye_position_z);
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cogl_matrix_multiply (matrix, matrix, &tmp);
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}
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}
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void
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void
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