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- /*
- ** Command & Conquer Generals(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** This program is free software: you can redistribute it and/or modify
- ** it under the terms of the GNU General Public License as published by
- ** the Free Software Foundation, either version 3 of the License, or
- ** (at your option) any later version.
- **
- ** This program is distributed in the hope that it will be useful,
- ** but WITHOUT ANY WARRANTY; without even the implied warranty of
- ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- ** GNU General Public License for more details.
- **
- ** You should have received a copy of the GNU General Public License
- ** along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
- /***********************************************************************************************
- *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
- ***********************************************************************************************
- * *
- * Project Name : WWMath *
- * *
- * $Archive:: /Commando/Code/wwmath/frustum.cpp $*
- * *
- * Author:: Greg Hjelstrom *
- * *
- * $Modtime:: 4/01/01 12:47p $*
- * *
- * $Revision:: 5 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * FrustumClass::Init -- Initialize a frustum object *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "frustum.h"
- /***********************************************************************************************
- * FrustumClass::Init -- Initialize a frustum object *
- * *
- * This function initializes a frustum from the description of a camera *
- * *
- * INPUT: *
- * camera - camera transform, note that the camera looks down the -Z axis *
- * vpmin - min corner of the z=-1.0 view plane (not necessarily the near clip plane) *
- * vpmax - max corner of the z=-1.0 view plane (not necessarily the near clip plane) *
- * znear - near clip plane (should be negative, negated if it is not) *
- * zfar - far clip plane (should be negative, negated if it is not) *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * The vpmin and vpmax variables are the min and max of a view-plane at z=-1.0 *
- * *
- * *
- * HISTORY: *
- * 2/17/2000 gth : Created. *
- *=============================================================================================*/
- void FrustumClass::Init
- (
- const Matrix3D & camera,
- const Vector2 & vpmin,
- const Vector2 & vpmax,
- float znear,
- float zfar
- )
- {
- int i;
-
- // Store the camera transform
- CameraTransform = camera;
- // Forward is negative Z in our viewspace coordinate system.
- // Just flip the sign if the user passed in positive values.
- if ((znear > 0.0f) && (zfar > 0.0f)) {
- znear = -znear;
- zfar = -zfar;
- }
- // Calculate the corners of the camera frustum.
- // Generate the camera-space frustum corners by linearly
- // extrapolating the viewplane to the near and far z clipping planes.
- // The camera frustum corners are defined in the following order:
- // When looking at the frustum from the position of the camera, the near four corners are
- // numbered: upper left 0, upper right 1, lower left 2, lower right 3. The far plane's
- // Frustum corners are numbered from 4 to 7 in an analogous fashion.
- // (remember: the camera space has x going to the right, y up and z backwards).
- //calculate a proper z-vector assuming our right-handed coordinate system
- Vector3 zv;
- Vector3::Cross_Product(CameraTransform.Get_X_Vector(),CameraTransform.Get_Y_Vector(),&zv);
- //compare correct z-vector with the one in the camera matrix. If they point in
- //opposite directions, we have a reflected camera matrix.
- if (Vector3::Dot_Product(CameraTransform.Get_Z_Vector(),zv) < 0)
- { //flip the frustum corners horizontally for a reflected matrix
- Corners[1].Set(vpmin.X, vpmax.Y, 1.0);
- Corners[5] = Corners[1];
- Corners[1] *= znear;
- Corners[5] *= zfar;
- Corners[0].Set(vpmax.X, vpmax.Y, 1.0);
- Corners[4] = Corners[0];
- Corners[0] *= znear;
- Corners[4] *= zfar;
- Corners[3].Set(vpmin.X, vpmin.Y, 1.0);
- Corners[7] = Corners[3];
- Corners[3] *= znear;
- Corners[7] *= zfar;
- Corners[2].Set(vpmax.X, vpmin.Y, 1.0);
- Corners[6] = Corners[2];
- Corners[2] *= znear;
- Corners[6] *= zfar;
- }
- else
- { //normal camera
- Corners[0].Set(vpmin.X, vpmax.Y, 1.0);
- Corners[4] = Corners[0];
- Corners[0] *= znear;
- Corners[4] *= zfar;
- Corners[1].Set(vpmax.X, vpmax.Y, 1.0);
- Corners[5] = Corners[1];
- Corners[1] *= znear;
- Corners[5] *= zfar;
- Corners[2].Set(vpmin.X, vpmin.Y, 1.0);
- Corners[6] = Corners[2];
- Corners[2] *= znear;
- Corners[6] *= zfar;
- Corners[3].Set(vpmax.X, vpmin.Y, 1.0);
- Corners[7] = Corners[3];
- Corners[3] *= znear;
- Corners[7] *= zfar;
- }
- // Transform the eight corners of the view frustum from camera space to world space.
- for (i = 0; i < 8; i++) {
- Matrix3D::Transform_Vector(CameraTransform, Corners[i], &(Corners[i]));
- }
- // Create the six frustum bounding planes from the eight corner Corners.
- // The bounding planes are oriented so that their normals point outward
- PlaneClass frustum_planes[6];
- Planes[0].Set(Corners[0], Corners[3], Corners[1]); // near
- Planes[1].Set(Corners[0], Corners[5], Corners[4]); // bottom
- Planes[2].Set(Corners[0], Corners[6], Corners[2]); // right
- Planes[3].Set(Corners[2], Corners[7], Corners[3]); // top
- Planes[4].Set(Corners[1], Corners[7], Corners[5]); // left
- Planes[5].Set(Corners[4], Corners[7], Corners[6]); // far
- // find the bounding box of the entire frustum (may be used for sloppy quick rejection)
- BoundMin = BoundMax = Corners[0];
- for (i=1; i<8;i++) {
- if (Corners[i].X < BoundMin.X) BoundMin.X = Corners[i].X;
- if (Corners[i].X > BoundMax.X) BoundMax.X = Corners[i].X;
- if (Corners[i].Y < BoundMin.Y) BoundMin.Y = Corners[i].Y;
- if (Corners[i].Y > BoundMax.Y) BoundMax.Y = Corners[i].Y;
- if (Corners[i].Z < BoundMin.Z) BoundMin.Z = Corners[i].Z;
- if (Corners[i].Z > BoundMax.Z) BoundMax.Z = Corners[i].Z;
- }
- }
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