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/*
This file is part of the Boson game
Copyright (C) 2005 Andreas Beckermann (b_mann@gmx.de)
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 2 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, write to the Free Software
Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
#ifndef BOFRUSTUM_H
#define BOFRUSTUM_H
#include "math/bomath.h"
#include "math/bovector.h"
#include "math/boplane.h"
#include "math/bomatrix.h"
#include "math/borect.h"
#include <math.h>
class BoFrustum
{
public:
BoFrustum()
{
}
/**
* Extract the frustum from @p projectionModelview, which is projection
* multiplied by modelview.
*
* Credits for this method partially go to Mark Morley - see
* http://www.markmorley.com/opengl/frustumculling.html
* (AB: link is broken now, site does not exist anymore)
*
* We use pretty much of his code examples here so let me quote from the
* article: "[...] Unless otherwise noted, you may use any and all code
* examples provided herein in any way you want. [...]"
*
* Also see (even more important than the Mark Morley link):
* http://www2.ravensoft.com/users/ggribb/plane_extraction.pdf
* This is the original paper that describes this.
**/
void loadViewFrustum(const BoMatrix& projectionModelview);
/**
* @overload
* Convenience method. This lets you specify both, the modelview and the
* projection matrix and multiplies on its own.
**/
void loadViewFrustum(const BoMatrix& modelview, const BoMatrix& projection)
{
BoMatrix m(projection);
m.multiply(&modelview);
loadViewFrustum(m);
}
/**
* Create a viewfrustum for picking, i.e. a viewfrustum where the @p
* pickRect (in window coordinates) fill the viewport.
*
* See also @ref loadViewFrustum
*
* @param pickRect The rectangle inside the viewport that is to be
* picked. This is in Qt/X11 widget coordinates, i.e. y=0 is top!
**/
void loadPickViewFrustum(const BoRect2Float& pickRect, const int* viewport, const BoMatrix& modelview, const BoMatrix& projection);
const BoPlane& right() const { return mPlanes[0]; }
const BoPlane& left() const { return mPlanes[1]; }
const BoPlane& bottom() const { return mPlanes[2]; }
const BoPlane& top() const { return mPlanes[3]; }
const BoPlane& far() const { return mPlanes[4]; }
const BoPlane& near() const { return mPlanes[5]; }
float sphereInFrustum(const BoVector3Float&, float radius) const;
bofixed sphereInFrustum(const BoVector3Fixed&, bofixed radius) const;
bool boxInFrustum(const BoVector3Float& min, const BoVector3Float& max) const;
bool boxInFrustum(const BoRect3Float& rect) const
{
return boxInFrustum(rect.topLeftBack(), rect.bottomRightFront());
}
/**
* This is similar to @ref sphereInFrustum, but will test whether the sphere
* is completely in the frustum.
*
* @param dist if non-null, distance between object and near plane
*
* @return 0 if the sphere is not in the frustum at all, 1 if it is
* partially in the frustum and 2 if the complete sphere is in the frustum.
**/
int sphereCompleteInFrustum(const BoVector3Float&, float radius, float* dist = 0) const;
int sphereCompleteInFrustum(const BoVector3Fixed&, bofixed radius, bofixed* dist = 0) const;
/**
* @overload
**/
inline float sphereInFrustum(float x, float y, float z, float radius) const
{
return sphereInFrustum(BoVector3Float(x, y, z), radius);
}
private:
BoPlane mPlanes[6];
};
#endif
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