forked from 0ad/0ad
58 lines
1.5 KiB
C++
58 lines
1.5 KiB
C++
/**
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* =========================================================================
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* File : Frustum.cpp
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* Project : 0 A.D.
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* Description : CFrustum is a collection of planes which define
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* a viewing space.
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* =========================================================================
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*/
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/*
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Usually associated with the camera, there are 6 planes which define the
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view pyramid. But we allow more planes per frustum which may be used for
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portal rendering, where a portal may have 3 or more edges.
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*/
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#ifndef INCLUDED_FRUSTUM
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#define INCLUDED_FRUSTUM
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#include "maths/Plane.h"
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//10 planes should be enough
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#define MAX_NUM_FRUSTUM_PLANES (10)
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class CBound;
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class CFrustum
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{
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public:
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CFrustum ();
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~CFrustum ();
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//Set the number of planes to use for
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//calculations. This is clipped to
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//[0,MAX_NUM_FRUSTUM_PLANES]
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void SetNumPlanes (int num);
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uint GetNumPlanes() const { return m_NumPlanes; }
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//The following methods return true if the shape is
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//partially or completely in front of the frustum planes
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bool IsPointVisible (const CVector3D &point) const;
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bool DoesSegmentIntersect(const CVector3D& start, const CVector3D &end);
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bool IsSphereVisible (const CVector3D ¢er, float radius) const;
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bool IsBoxVisible (const CVector3D &position,const CBound &bounds) const;
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CPlane& operator[](uint idx) { return m_aPlanes[idx]; }
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const CPlane& operator[](uint idx) const { return m_aPlanes[idx]; }
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public:
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//make the planes public for ease of use
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CPlane m_aPlanes[MAX_NUM_FRUSTUM_PLANES];
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private:
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int m_NumPlanes;
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};
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#endif
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