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- $#include "Frustum.h"
- /// Frustum planes.
- enum FrustumPlane
- {
- PLANE_NEAR = 0,
- PLANE_LEFT,
- PLANE_RIGHT,
- PLANE_UP,
- PLANE_DOWN,
- PLANE_FAR,
- };
- static const unsigned NUM_FRUSTUM_PLANES;
- static const unsigned NUM_FRUSTUM_VERTICES;
- /// Convex constructed of 6 planes.
- class Frustum
- {
- public:
- /// Construct undefined.
- Frustum();
- /// Copy-construct from another frustum.
- Frustum(const Frustum& frustum);
-
- /// Define with projection parameters and a transform matrix.
- void Define(float fov, float aspectRatio, float zoom, float nearZ, float farZ, const Matrix3x4& transform = Matrix3x4::IDENTITY);
- /// Define with near and far dimension vectors and a transform matrix.
- void Define(const Vector3& near, const Vector3& far, const Matrix3x4& transform = Matrix3x4::IDENTITY);
- /// Define with a bounding box and a transform matrix.
- void Define(const BoundingBox& box, const Matrix3x4& transform = Matrix3x4::IDENTITY);
- /// Define with orthographic projection parameters and a transform matrix.
- void DefineOrtho(float orthoSize, float aspectRatio, float zoom, float nearZ, float farZ, const Matrix3x4& transform = Matrix3x4::IDENTITY);
- /// Transform by a 3x3 matrix.
- void Transform(const Matrix3& transform);
- /// Transform by a 3x4 matrix.
- void Transform(const Matrix3x4& transform);
-
- /// Test if a point is inside or outside.
- Intersection IsInside(const Vector3& point) const
- {
- for (unsigned i = 0; i < NUM_FRUSTUM_PLANES; ++i)
- {
- if (planes_[i].Distance(point) < 0.0f)
- return OUTSIDE;
- }
-
- return INSIDE;
- }
-
- /// Test if a sphere is inside, outside or intersects.
- Intersection IsInside(const Sphere& sphere) const
- {
- bool allInside = true;
- for (unsigned i = 0; i < NUM_FRUSTUM_PLANES; ++i)
- {
- float dist = planes_[i].Distance(sphere.center_);
- if (dist < -sphere.radius_)
- return OUTSIDE;
- else if (dist < sphere.radius_)
- allInside = false;
- }
-
- return allInside ? INSIDE : INTERSECTS;
- }
-
- /// Test if a sphere if (partially) inside or outside.
- Intersection IsInsideFast(const Sphere& sphere) const
- {
- for (unsigned i = 0; i < NUM_FRUSTUM_PLANES; ++i)
- {
- if (planes_[i].Distance(sphere.center_) < -sphere.radius_)
- return OUTSIDE;
- }
-
- return INSIDE;
- }
-
- /// Test if a bounding box is inside, outside or intersects.
- Intersection IsInside(const BoundingBox& box) const
- {
- Vector3 center = box.Center();
- Vector3 edge = center - box.min_;
- bool allInside = true;
-
- for (unsigned i = 0; i < NUM_FRUSTUM_PLANES; ++i)
- {
- const Plane& plane = planes_[i];
- float dist = plane.normal_.DotProduct(center) - plane.intercept_;
- float absDist = plane.absNormal_.DotProduct(edge);
-
- if (dist < -absDist)
- return OUTSIDE;
- else if (dist < absDist)
- allInside = false;
- }
-
- return allInside ? INSIDE : INTERSECTS;
- }
-
- /// Test if a bounding box is (partially) inside or outside.
- Intersection IsInsideFast(const BoundingBox& box) const
- {
- Vector3 center = box.Center();
- Vector3 edge = center - box.min_;
-
- for (unsigned i = 0; i < NUM_FRUSTUM_PLANES; ++i)
- {
- const Plane& plane = planes_[i];
- float dist = plane.normal_.DotProduct(center) - plane.intercept_;
- float absDist = plane.absNormal_.DotProduct(edge);
-
- if (dist < -absDist)
- return OUTSIDE;
- }
-
- return INSIDE;
- }
-
- /// Return distance of a point to the frustum, or 0 if inside.
- float Distance(const Vector3& point) const
- {
- float distance = 0.0f;
- for (unsigned i = 0; i < NUM_FRUSTUM_PLANES; ++i)
- distance = Max(-planes_[i].Distance(point), distance);
-
- return distance;
- }
-
- /// Return transformed by a 3x3 matrix.
- Frustum Transformed(const Matrix3& transform) const;
- /// Return transformed by a 3x4 matrix.
- Frustum Transformed(const Matrix3x4& transform) const;
- /// Return projected by a 4x4 projection matrix.
- Rect Projected(const Matrix4& transform) const;
-
- /// Update the planes. Called internally.
- void UpdatePlanes();
- };
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