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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.
*/
#include "math/bofrustum.h"
#include <math.h>
#include <stdio.h>
void BoFrustum::loadViewFrustum(const BoMatrix& m)
{
// Extract the numbers for the RIGHT plane
mPlanes[0].loadPlane(BoVector3Float(m[3] - m[0], m[7] - m[4], m[11] - m[8]), m[15] - m[12]);
// Extract the numbers for the LEFT plane
mPlanes[1].loadPlane(BoVector3Float(m[3] + m[0], m[7] + m[4], m[11] + m[8]), m[15] + m[12]);
// Extract the BOTTOM plane
mPlanes[2].loadPlane(BoVector3Float(m[3] + m[1], m[7] + m[5], m[11] + m[9]), m[15] + m[13]);
// Extract the TOP plane
mPlanes[3].loadPlane(BoVector3Float(m[3] - m[1], m[7] - m[5], m[11] - m[9]), m[15] - m[13]);
// Extract the FAR plane
mPlanes[4].loadPlane(BoVector3Float(m[3] - m[2], m[7] - m[6], m[11] - m[10]), m[15] - m[14]);
// Extract the NEAR plane
mPlanes[5].loadPlane(BoVector3Float(m[3] + m[2], m[7] + m[6], m[11] + m[10]), m[15] + m[14]);
}
void BoFrustum::loadPickViewFrustum(const BoRect2Float& pickRect, const int* viewport, const BoMatrix& modelview, const BoMatrix& _projection)
{
const BoVector2Float pickCenter = pickRect.center();
const float viewX = (float)viewport[0];
const float viewY = (float)viewport[1];
const float viewW = (float)viewport[2];
const float viewH = (float)viewport[3];
const float pickW = QMAX(pickRect.width(), 1);
const float pickH = QMAX(pickRect.height(), 1);
const float pickCenterX = pickCenter.x();
const float pickCenterY = viewH - pickCenter.y();
BoMatrix pick;
const float scaleX = viewW / pickW;
const float scaleY = viewH / pickH;
pick.scale(scaleX, scaleY, 1.0f);
float translateX;
float translateY;
translateX = 1.0f - 2.0f * (pickCenterX - viewX) / viewW;
translateY = 1.0f - 2.0f * (pickCenterY - viewY) / viewH;
pick.translate(translateX, translateY, 0.0f);
BoMatrix projection(pick);
projection.multiply(&_projection);
loadViewFrustum(modelview, projection);
}
float BoFrustum::sphereInFrustum(const BoVector3Float& pos, float radius) const
{
// FIXME: performance: we might unroll the loop and then make this function
// inline. We call it pretty often!
float distance;
for (int p = 0; p < 6; p++) {
distance = mPlanes[p].distance(pos);
if (distance <= -radius) {
return 0;
}
}
// we return distance from near plane + radius, which is how far the object is
// away from the camera!
return distance + radius;
}
bofixed BoFrustum::sphereInFrustum(const BoVector3Fixed& pos, bofixed radius) const
{
// FIXME: performance: we might unroll the loop and then make this function
// inline. We call it pretty often!
bofixed distance;
for (int p = 0; p < 6; p++) {
distance = mPlanes[p].distance(pos);
if (distance <= -radius) {
return 0;
}
}
// we return distance from near plane + radius, which is how far the object is
// away from the camera!
return distance + radius;
}
int BoFrustum::sphereCompleteInFrustum(const BoVector3Float& pos, float radius, float* dist) const
{
float distance;
int c = 0;
for (int p = 0; p < 6; p++) {
distance = mPlanes[p].distance(pos);
if (distance <= -radius) {
return 0;
}
if (distance > radius) {
c++;
}
}
if (dist) {
*dist = distance + radius;
}
if (c == 6) {
return 2;
}
return 1;
}
int BoFrustum::sphereCompleteInFrustum(const BoVector3Fixed& pos, bofixed radius, bofixed* dist) const
{
bofixed distance;
int c = 0;
for (int p = 0; p < 6; p++) {
distance = mPlanes[p].distance(pos);
if (distance <= -radius) {
return 0;
}
if (distance > radius) {
c++;
}
}
if (dist) {
*dist = distance + radius;
}
if (c == 6) {
return 2;
}
return 1;
}
bool BoFrustum::boxInFrustum(const BoVector3Float& min, const BoVector3Float& max) const
{
for (int p = 0; p < 6; p++) {
if (mPlanes[p].distance(min.x(), min.y(), min.z()) > 0.0f) {
continue;
}
if (mPlanes[p].distance(max.x(), min.y(), min.z()) > 0.0f) {
continue;
}
if (mPlanes[p].distance(min.x(), max.y(), min.z()) > 0.0f) {
continue;
}
if (mPlanes[p].distance(max.x(), max.y(), min.z()) > 0.0f) {
continue;
}
if (mPlanes[p].distance(min.x(), min.y(), max.z()) > 0.0f) {
continue;
}
if (mPlanes[p].distance(max.x(), min.y(), max.z()) > 0.0f) {
continue;
}
if (mPlanes[p].distance(min.x(), max.y(), max.z()) > 0.0f) {
continue;
}
if (mPlanes[p].distance(max.x(), max.y(), max.z()) > 0.0f) {
continue;
}
return false;
}
return true;
}
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