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/* bzflag
* Copyright (c) 1993-2025 Tim Riker
*
* This package is free software; you can redistribute it and/or
* modify it under the terms of the license found in the file
* named COPYING that should have accompanied this file.
*
* THIS PACKAGE IS PROVIDED ``AS IS'' AND WITHOUT ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, WITHOUT LIMITATION, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
*/
/* Frustum
* Encapsulates a camera.
*/
#ifndef BZF_FRUSTUM_H
#define BZF_FRUSTUM_H
#include "common.h"
// FIXME -- will need a means for off center projections for
// looking through teleporters
class Frustum
{
public:
Frustum();
~Frustum();
const float* getEye() const;
const float* getDirection() const;
const float* getUp() const;
const float* getRight() const;
const float* getSide(int index) const;
int getPlaneCount() const;
const float* getFarCorner(int index) const;
float getTilt() const; // degrees
float getRotation() const; // degrees
float getNear() const;
float getFar() const;
const float* getViewMatrix() const;
float getFOVx() const;
float getFOVy() const;
const float* getProjectionMatrix() const;
float getEyeDepth(const float*) const;
float getAreaFactor() const;
void setView(const float* eye, const float* target);
void setProjection(float fov,
float m_near, float m_far, float m_deep_far,
int width, int height, int viewHeight);
void setOffset(float eyeOffset, float focalPlane);
void setFarPlaneCull(bool useCulling);
void flipVertical();
void flipHorizontal();
// used for radar culling
void setOrthoPlanes(const Frustum& view,
float width, float breadth);
protected:
void makePlane(const float* v1, const float* v2, int);
protected:
float eye[3];
float target[3];
float right[3], up[3];
float plane[6][4]; // pointing in
int planeCount;
float farCorner[4][3];
float tilt;
float rotation;
float viewMatrix[16];
float billboardMatrix[16];
float m_near, m_far;
float fovx, fovy;
float areaFactor;
float projectionMatrix[16];
float deepProjectionMatrix[16];
};
//
// Frustum
//
inline const float* Frustum::getEye() const
{
return eye;
}
inline const float* Frustum::getDirection() const
{
return plane[0];
}
inline const float* Frustum::getSide(int index) const
{
return plane[index];
}
inline int Frustum::getPlaneCount() const
{
return planeCount;
}
inline const float* Frustum::getFarCorner(int index) const
{
return farCorner[index];
}
inline float Frustum::getTilt() const
{
return tilt;
}
inline float Frustum::getRotation() const
{
return rotation;
}
inline const float* Frustum::getUp() const
{
return up;
}
inline const float* Frustum::getRight() const
{
return right;
}
inline float Frustum::getNear() const
{
return m_near;
}
inline float Frustum::getFar() const
{
return m_far;
}
inline float Frustum::getFOVx() const
{
return fovx;
}
inline float Frustum::getFOVy() const
{
return fovy;
}
inline const float* Frustum::getViewMatrix() const
{
return viewMatrix;
}
inline const float* Frustum::getProjectionMatrix() const
{
return projectionMatrix;
}
inline float Frustum::getAreaFactor() const
{
return areaFactor;
}
#endif // BZF_FRUSTUM_H
// Local Variables: ***
// mode: C++ ***
// tab-width: 4 ***
// c-basic-offset: 4 ***
// indent-tabs-mode: nil ***
// End: ***
// ex: shiftwidth=4 tabstop=4
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