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Merge pull request #31 from recp/proj
add project / unproject functions
This commit is contained in:
@@ -41,6 +41,7 @@ Follow the :doc:`build` documentation for this
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vec4-ext
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color
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plane
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project
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util
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io
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call
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102
docs/source/project.rst
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102
docs/source/project.rst
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@@ -0,0 +1,102 @@
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.. default-domain:: C
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Project / UnProject
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================================================================================
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Header: cglm/project.h
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Viewport is required as *vec4* **[X, Y, Width, Height]** but this doesn't mean
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that you should store it as **vec4**. You can convert your data representation
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to vec4 before passing it to related functions.
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Table of contents (click to go):
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Functions:
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1. :c:func:`glm_unprojecti`
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#. :c:func:`glm_unproject`
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#. :c:func:`glm_project`
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Functions documentation
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~~~~~~~~~~~~~~~~~~~~~~~
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.. c:function:: void glm_unprojecti(vec3 pos, mat4 invMat, vec4 vp, vec3 dest)
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| maps the specified viewport coordinates into specified space [1]
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the matrix should contain projection matrix.
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if you don't have ( and don't want to have ) an inverse matrix then use
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glm_unproject version. You may use existing inverse of matrix in somewhere
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else, this is why glm_unprojecti exists to save save inversion cost
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[1] space:
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- if m = invProj: View Space
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- if m = invViewProj: World Space
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- if m = invMVP: Object Space
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You probably want to map the coordinates into object space
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so use invMVP as m
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Computing viewProj:
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.. code-block:: c
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glm_mat4_mul(proj, view, viewProj);
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glm_mat4_mul(viewProj, model, MVP);
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glm_mat4_inv(viewProj, invMVP);
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Parameters:
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| *[in]* **pos** point/position in viewport coordinates
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| *[in]* **invMat** matrix (see brief)
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| *[in]* **vp** viewport as [x, y, width, height]
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| *[out]* **dest** unprojected coordinates
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.. c:function:: void glm_unproject(vec3 pos, mat4 m, vec4 vp, vec3 dest)
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| maps the specified viewport coordinates into specified space [1]
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the matrix should contain projection matrix.
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this is same as glm_unprojecti except this function get inverse matrix for
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you.
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[1] space:
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- if m = proj: View Space
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- if m = viewProj: World Space
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- if m = MVP: Object Space
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You probably want to map the coordinates into object space so use MVP as m
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Computing viewProj and MVP:
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.. code-block:: c
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glm_mat4_mul(proj, view, viewProj);
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glm_mat4_mul(viewProj, model, MVP);
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Parameters:
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| *[in]* **pos** point/position in viewport coordinates
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| *[in]* **m** matrix (see brief)
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| *[in]* **vp** viewport as [x, y, width, height]
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| *[out]* **dest** unprojected coordinates
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.. c:function:: void glm_project(vec3 pos, mat4 m, vec4 vp, vec3 dest)
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| map object coordinates to window coordinates
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Computing MVP:
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.. code-block:: c
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glm_mat4_mul(proj, view, viewProj);
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glm_mat4_mul(viewProj, model, MVP);
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this could be useful for gettng a bbox which fits with view frustum and
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object bounding boxes. In this case you crop view frustum box with objects
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box
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Parameters:
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| *[in]* **pos** object coordinates
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| *[in]* **m** MVP matrix
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| *[in]* **vp** viewport as [x, y, width, height]
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| *[out]* **dest** projected coordinates
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@@ -24,6 +24,7 @@ extern "C" {
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#include "call/frustum.h"
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#include "call/box.h"
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#include "call/io.h"
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#include "call/project.h"
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#ifdef __cplusplus
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}
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33
include/cglm/call/project.h
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33
include/cglm/call/project.h
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@@ -0,0 +1,33 @@
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/*
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* Copyright (c), Recep Aslantas.
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*
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* MIT License (MIT), http://opensource.org/licenses/MIT
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* Full license can be found in the LICENSE file
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*/
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#ifndef cglmc_project_h
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#define cglmc_project_h
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#ifdef __cplusplus
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extern "C" {
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#endif
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#include "../cglm.h"
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CGLM_EXPORT
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void
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glmc_unprojecti(vec3 pos, mat4 invMat, vec4 vp, vec3 dest);
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CGLM_EXPORT
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void
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glmc_unproject(vec3 pos, mat4 m, vec4 vp, vec3 dest);
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CGLM_EXPORT
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void
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glmc_project(vec3 pos, mat4 m, vec4 vp, vec3 dest);
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#ifdef __cplusplus
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}
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#endif
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#endif /* cglmc_project_h */
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@@ -23,5 +23,6 @@
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#include "color.h"
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#include "util.h"
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#include "io.h"
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#include "project.h"
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#endif /* cglm_h */
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117
include/cglm/project.h
Normal file
117
include/cglm/project.h
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@@ -0,0 +1,117 @@
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/*
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* Copyright (c), Recep Aslantas.
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*
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* MIT License (MIT), http://opensource.org/licenses/MIT
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* Full license can be found in the LICENSE file
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*/
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#ifndef cglm_project_h
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#define cglm_project_h
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#include "mat4.h"
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#include "vec3.h"
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#include "vec4.h"
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/*!
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* @brief maps the specified viewport coordinates into specified space [1]
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* the matrix should contain projection matrix.
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*
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* if you don't have ( and don't want to have ) an inverse matrix then use
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* glm_unproject version. You may use existing inverse of matrix in somewhere
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* else, this is why glm_unprojecti exists to save save inversion cost
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*
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* [1] space:
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* 1- if m = invProj: View Space
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* 2- if m = invViewProj: World Space
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* 3- if m = invMVP: Object Space
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*
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* You probably want to map the coordinates into object space
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* so use invMVP as m
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*
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* Computing viewProj:
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* glm_mat4_mul(proj, view, viewProj);
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* glm_mat4_mul(viewProj, model, MVP);
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* glm_mat4_inv(viewProj, invMVP);
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*
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* @param[in] pos point/position in viewport coordinates
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* @param[in] invMat matrix (see brief)
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* @param[in] vp viewport as [x, y, width, height]
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* @param[out] dest unprojected coordinates
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*/
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CGLM_INLINE
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void
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glm_unprojecti(vec3 pos, mat4 invMat, vec4 vp, vec3 dest) {
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vec4 v;
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v[0] = 2.0f * (pos[0] - vp[0]) / vp[2] - 1.0f;
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v[1] = 2.0f * (pos[1] - vp[1]) / vp[3] - 1.0f;
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v[2] = 2.0f * pos[2] - 1.0f;
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v[3] = 1.0f;
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glm_mat4_mulv(invMat, v, v);
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glm_vec4_scale(v, 1.0f / v[3], v);
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glm_vec3(v, dest);
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}
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/*!
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* @brief maps the specified viewport coordinates into specified space [1]
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* the matrix should contain projection matrix.
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*
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* this is same as glm_unprojecti except this function get inverse matrix for
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* you.
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*
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* [1] space:
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* 1- if m = proj: View Space
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* 2- if m = viewProj: World Space
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* 3- if m = MVP: Object Space
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*
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* You probably want to map the coordinates into object space
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* so use MVP as m
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*
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* Computing viewProj and MVP:
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* glm_mat4_mul(proj, view, viewProj);
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* glm_mat4_mul(viewProj, model, MVP);
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*
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* @param[in] pos point/position in viewport coordinates
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* @param[in] m matrix (see brief)
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* @param[in] vp viewport as [x, y, width, height]
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* @param[out] dest unprojected coordinates
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*/
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CGLM_INLINE
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void
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glm_unproject(vec3 pos, mat4 m, vec4 vp, vec3 dest) {
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mat4 inv;
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glm_mat4_inv(m, inv);
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glm_unprojecti(pos, inv, vp, dest);
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}
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/*!
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* @brief map object coordinates to window coordinates
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*
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* Computing MVP:
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* glm_mat4_mul(proj, view, viewProj);
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* glm_mat4_mul(viewProj, model, MVP);
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*
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* @param[in] pos object coordinates
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* @param[in] m MVP matrix
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* @param[in] vp viewport as [x, y, width, height]
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* @param[out] dest projected coordinates
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*/
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CGLM_INLINE
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void
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glm_project(vec3 pos, mat4 m, vec4 vp, vec3 dest) {
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vec4 pos4, vone = GLM_VEC4_ONE_INIT;
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glm_vec4(pos, 1.0f, pos4);
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glm_mat4_mulv(m, pos4, pos4);
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glm_vec4_scale(pos4, 1.0f / pos4[3], pos4); /* pos = pos / pos.w */
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glm_vec4_add(pos4, vone, pos4);
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glm_vec4_scale(pos4, 0.5f, pos4);
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dest[0] = pos4[0] * vp[2] + vp[0];
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dest[1] = pos4[1] * vp[3] + vp[1];
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dest[2] = pos4[2];
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}
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#endif /* cglm_project_h */
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@@ -14,6 +14,7 @@
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# define CGLM_ALIGN(X) __attribute((aligned(X)))
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#endif
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typedef float vec2[2];
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typedef float vec3[3];
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typedef int ivec3[3];
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typedef CGLM_ALIGN(16) float vec4[4];
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@@ -43,7 +43,7 @@ glm_sign(int val) {
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CGLM_INLINE
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float
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glm_signf(float val) {
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return (val > 0.0f) - (val < 0.0f);
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return (float)((val > 0.0f) - (val < 0.0f));
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}
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/*!
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@@ -98,13 +98,15 @@ libcglm_la_SOURCES=\
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src/mat4.c \
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src/plane.c \
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src/frustum.c \
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src/box.c
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src/box.c \
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src/project.c
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test_tests_SOURCES=\
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test/src/test_common.c \
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test/src/test_main.c \
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test/src/test_mat4.c \
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test/src/test_cam.c \
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test/src/test_project.c \
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test/src/test_clamp.c \
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test/src/test_euler.c
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27
src/project.c
Normal file
27
src/project.c
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@@ -0,0 +1,27 @@
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/*
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* Copyright (c), Recep Aslantas.
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*
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* MIT License (MIT), http://opensource.org/licenses/MIT
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* Full license can be found in the LICENSE file
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*/
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#include "../include/cglm/cglm.h"
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#include "../include/cglm/call.h"
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CGLM_EXPORT
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void
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glmc_unprojecti(vec3 pos, mat4 invMat, vec4 vp, vec3 dest) {
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glm_unprojecti(pos, invMat, vp, dest);
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}
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CGLM_EXPORT
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void
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glmc_unproject(vec3 pos, mat4 m, vec4 vp, vec3 dest) {
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glm_unproject(pos, m, vp, dest);
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}
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CGLM_EXPORT
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void
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glmc_project(vec3 pos, mat4 m, vec4 vp, vec3 dest) {
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glm_project(pos, m, vp, dest);
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}
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@@ -16,6 +16,9 @@ main(int argc, const char * argv[]) {
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cmocka_unit_test(test_camera_lookat),
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cmocka_unit_test(test_camera_decomp),
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/* project */
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cmocka_unit_test(test_project),
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/* vector */
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cmocka_unit_test(test_clamp),
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31
test/src/test_project.c
Normal file
31
test/src/test_project.c
Normal file
@@ -0,0 +1,31 @@
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/*
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* Copyright (c), Recep Aslantas.
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*
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* MIT License (MIT), http://opensource.org/licenses/MIT
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* Full license can be found in the LICENSE file
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*/
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#include "test_common.h"
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void
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test_project(void **state) {
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mat4 model, view, proj, mvp;
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vec4 viewport = {0.0f, 0.0f, 800.0f, 600.0f};
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vec3 pos = {13.0f, 45.0f, 0.74f};
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vec3 projected, unprojected;
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glm_translate_make(model, (vec3){0.0f, 0.0f, -10.0f});
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glm_lookat((vec3){0.0f, 0.0f, 0.0f}, pos, GLM_YUP, view);
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glm_perspective_default(0.5f, proj);
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glm_mat4_mulN((mat4 *[]){&proj, &view, &model}, 3, mvp);
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glmc_project(pos, mvp, viewport, projected);
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glmc_unproject(projected, mvp, viewport, unprojected);
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/* unprojected of projected vector must be same as original one */
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/* we used 0.01 because of projection floating point errors */
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assert_true(fabsf(pos[0] - unprojected[0]) < 0.01);
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assert_true(fabsf(pos[1] - unprojected[1]) < 0.01);
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assert_true(fabsf(pos[2] - unprojected[2]) < 0.01);
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}
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@@ -16,6 +16,9 @@ test_camera_lookat(void **state);
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void
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test_camera_decomp(void **state);
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void
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test_project(void **state);
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void
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test_clamp(void **state);
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@@ -29,6 +29,7 @@
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<ClCompile Include="..\src\mat3.c" />
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<ClCompile Include="..\src\mat4.c" />
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<ClCompile Include="..\src\plane.c" />
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<ClCompile Include="..\src\project.c" />
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<ClCompile Include="..\src\quat.c" />
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<ClCompile Include="..\src\vec3.c" />
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<ClCompile Include="..\src\vec4.c" />
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@@ -47,6 +48,7 @@
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<ClInclude Include="..\include\cglm\call\mat3.h" />
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<ClInclude Include="..\include\cglm\call\mat4.h" />
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<ClInclude Include="..\include\cglm\call\plane.h" />
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<ClInclude Include="..\include\cglm\call\project.h" />
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<ClInclude Include="..\include\cglm\call\quat.h" />
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<ClInclude Include="..\include\cglm\call\vec3.h" />
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<ClInclude Include="..\include\cglm\call\vec4.h" />
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@@ -60,6 +62,7 @@
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<ClInclude Include="..\include\cglm\mat3.h" />
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<ClInclude Include="..\include\cglm\mat4.h" />
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<ClInclude Include="..\include\cglm\plane.h" />
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<ClInclude Include="..\include\cglm\project.h" />
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<ClInclude Include="..\include\cglm\quat.h" />
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<ClInclude Include="..\include\cglm\simd\avx\affine.h" />
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<ClInclude Include="..\include\cglm\simd\avx\mat4.h" />
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@@ -75,6 +75,9 @@
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<ClCompile Include="..\src\box.c">
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<Filter>src</Filter>
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</ClCompile>
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<ClCompile Include="..\src\project.c">
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<Filter>src</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="..\src\config.h">
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@@ -206,5 +209,11 @@
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<ClInclude Include="..\include\cglm\color.h">
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<Filter>include\cglm</Filter>
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</ClInclude>
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<ClInclude Include="..\include\cglm\project.h">
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<Filter>include\cglm</Filter>
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</ClInclude>
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<ClInclude Include="..\include\cglm\call\project.h">
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<Filter>include\cglm\call</Filter>
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</ClInclude>
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</ItemGroup>
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</Project>
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Reference in New Issue
Block a user