Frustum.cpp 3.5 KB

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  1. #include "Base.h"
  2. #include "Frustum.h"
  3. #include "BoundingSphere.h"
  4. #include "BoundingBox.h"
  5. namespace gameplay
  6. {
  7. Frustum::Frustum()
  8. {
  9. set(Matrix::identity());
  10. }
  11. Frustum::Frustum(const Matrix& matrix)
  12. {
  13. set(matrix);
  14. }
  15. Frustum::Frustum(const Frustum& frustum)
  16. {
  17. set(frustum);
  18. }
  19. Frustum::~Frustum()
  20. {
  21. }
  22. const Plane& Frustum::getNear() const
  23. {
  24. return _near;
  25. }
  26. const Plane& Frustum::getFar() const
  27. {
  28. return _far;
  29. }
  30. const Plane& Frustum::getLeft() const
  31. {
  32. return _left;
  33. }
  34. const Plane& Frustum::getRight() const
  35. {
  36. return _right;
  37. }
  38. const Plane& Frustum::getBottom() const
  39. {
  40. return _bottom;
  41. }
  42. const Plane& Frustum::getTop() const
  43. {
  44. return _top;
  45. }
  46. void Frustum::getMatrix(Matrix* dst) const
  47. {
  48. GP_ASSERT(dst);
  49. dst->set(_matrix);
  50. }
  51. void Frustum::getCorners(Vector3* corners) const
  52. {
  53. GP_ASSERT(corners);
  54. Plane::intersection(_near, _left, _top, &corners[0]);
  55. Plane::intersection(_near, _left, _bottom, &corners[1]);
  56. Plane::intersection(_near, _right, _bottom, &corners[2]);
  57. Plane::intersection(_near, _right, _top, &corners[3]);
  58. Plane::intersection(_far, _right, _top, &corners[4]);
  59. Plane::intersection(_far, _right, _bottom, &corners[5]);
  60. Plane::intersection(_far, _left, _bottom, &corners[6]);
  61. Plane::intersection(_far, _left, _top, &corners[7]);
  62. }
  63. bool Frustum::intersects(const Vector3& point) const
  64. {
  65. if (_near.distance(point) <= 0)
  66. return false;
  67. if (_far.distance(point) <= 0)
  68. return false;
  69. if (_left.distance(point) <= 0)
  70. return false;
  71. if (_right.distance(point) <= 0)
  72. return false;
  73. if (_top.distance(point) <= 0)
  74. return false;
  75. if (_bottom.distance(point) <= 0)
  76. return false;
  77. return true;
  78. }
  79. bool Frustum::intersects(const BoundingSphere& sphere) const
  80. {
  81. return sphere.intersects(*this);
  82. }
  83. bool Frustum::intersects(const BoundingBox& box) const
  84. {
  85. return box.intersects(*this);
  86. }
  87. float Frustum::intersects(const Plane& plane) const
  88. {
  89. return plane.intersects(*this);
  90. }
  91. float Frustum::intersects(const Ray& ray) const
  92. {
  93. return ray.intersects(*this);
  94. }
  95. void Frustum::set(const Frustum& frustum)
  96. {
  97. _near = frustum._near;
  98. _far = frustum._far;
  99. _bottom = frustum._bottom;
  100. _top = frustum._top;
  101. _left = frustum._left;
  102. _right = frustum._right;
  103. _matrix.set(frustum._matrix);
  104. }
  105. void Frustum::updatePlanes()
  106. {
  107. _near.set(Vector3(_matrix.m[3] + _matrix.m[2], _matrix.m[7] + _matrix.m[6], _matrix.m[11] + _matrix.m[10]), _matrix.m[15] + _matrix.m[14]);
  108. _far.set(Vector3(_matrix.m[3] - _matrix.m[2], _matrix.m[7] - _matrix.m[6], _matrix.m[11] - _matrix.m[10]), _matrix.m[15] - _matrix.m[14]);
  109. _bottom.set(Vector3(_matrix.m[3] + _matrix.m[1], _matrix.m[7] + _matrix.m[5], _matrix.m[11] + _matrix.m[9]), _matrix.m[15] + _matrix.m[13]);
  110. _top.set(Vector3(_matrix.m[3] - _matrix.m[1], _matrix.m[7] - _matrix.m[5], _matrix.m[11] - _matrix.m[9]), _matrix.m[15] - _matrix.m[13]);
  111. _left.set(Vector3(_matrix.m[3] + _matrix.m[0], _matrix.m[7] + _matrix.m[4], _matrix.m[11] + _matrix.m[8]), _matrix.m[15] + _matrix.m[12]);
  112. _right.set(Vector3(_matrix.m[3] - _matrix.m[0], _matrix.m[7] - _matrix.m[4], _matrix.m[11] - _matrix.m[8]), _matrix.m[15] - _matrix.m[12]);
  113. }
  114. void Frustum::set(const Matrix& matrix)
  115. {
  116. _matrix.set(matrix);
  117. // Update the planes.
  118. updatePlanes();
  119. }
  120. }