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forked from 0ad/0ad
0ad/source/graphics/Frustum.cpp
janwas b755ddefda remove all author/modified by tags.
make include guards consistent.

This was SVN commit r5040.
2007-05-07 16:33:24 +00:00

168 lines
3.3 KiB
C++

/**
* =========================================================================
* File : Frustum.cpp
* Project : 0 A.D.
* Description : CFrustum is a collection of planes which define
* a viewing space.
* =========================================================================
*/
/*
Usually associated with the camera, there are 6 planes which define the
view pyramid. But we allow more planes per frustum which may be used for
portal rendering, where a portal may have 3 or more edges.
*/
#include "precompiled.h"
#include "Frustum.h"
#include "maths/Bound.h"
#include "maths/MathUtil.h"
CFrustum::CFrustum ()
{
m_NumPlanes = 0;
}
CFrustum::~CFrustum ()
{
}
void CFrustum::SetNumPlanes (int num)
{
m_NumPlanes = num;
//clip it
if (m_NumPlanes >= MAX_NUM_FRUSTUM_PLANES)
m_NumPlanes = MAX_NUM_FRUSTUM_PLANES-1;
else if (m_NumPlanes < 0)
m_NumPlanes = 0;
}
bool CFrustum::IsPointVisible (const CVector3D &point) const
{
PLANESIDE Side;
for (int i=0; i<m_NumPlanes; i++)
{
Side = m_aPlanes[i].ClassifyPoint (point);
if (Side == PS_BACK)
return false;
}
return true;
}
bool CFrustum::DoesSegmentIntersect(const CVector3D& startRef, const CVector3D &endRef)
{
CVector3D start = startRef;
CVector3D end = endRef;
if(IsPointVisible(start) || IsPointVisible(end))
return true;
CVector3D intersect;
for ( int i = 0; i<m_NumPlanes; ++i )
{
if ( m_aPlanes[i].FindLineSegIntersection(start, end, &intersect) )
{
if ( IsPointVisible( intersect ) )
return true;
}
}
return false;
}
bool CFrustum::IsSphereVisible (const CVector3D &center, float radius) const
{
for (int i=0; i<m_NumPlanes; i++)
{
float Dist = m_aPlanes[i].DistanceToPlane (center);
//is it behind the plane
if (Dist < 0)
{
//if non of it falls in front its outside the
//frustum
if (-Dist > radius)
return false;
}
}
return true;
}
bool CFrustum::IsBoxVisible (const CVector3D &position,const CBound &bounds) const
{
//basically for every plane we calculate the furthest point
//in the box to that plane. If that point is beyond the plane
//then the box is not visible
CVector3D FarPoint;
PLANESIDE Side;
CVector3D Min = position+bounds[0];
CVector3D Max = position+bounds[1];
for (int i=0; i<m_NumPlanes; i++)
{
if (m_aPlanes[i].m_Norm.X > 0.0f)
{
if (m_aPlanes[i].m_Norm.Y > 0.0f)
{
if (m_aPlanes[i].m_Norm.Z > 0.0f)
{
FarPoint.X = Max.X; FarPoint.Y = Max.Y; FarPoint.Z = Max.Z;
}
else
{
FarPoint.X = Max.X; FarPoint.Y = Max.Y; FarPoint.Z = Min.Z;
}
}
else
{
if (m_aPlanes[i].m_Norm.Z > 0.0f)
{
FarPoint.X = Max.X; FarPoint.Y = Min.Y; FarPoint.Z = Max.Z;
}
else
{
FarPoint.X = Max.X; FarPoint.Y = Min.Y; FarPoint.Z = Min.Z;
}
}
}
else
{
if (m_aPlanes[i].m_Norm.Y > 0.0f)
{
if (m_aPlanes[i].m_Norm.Z > 0.0f)
{
FarPoint.X = Min.X; FarPoint.Y = Max.Y; FarPoint.Z = Max.Z;
}
else
{
FarPoint.X = Min.X; FarPoint.Y = Max.Y; FarPoint.Z = Min.Z;
}
}
else
{
if (m_aPlanes[i].m_Norm.Z > 0.0f)
{
FarPoint.X = Min.X; FarPoint.Y = Min.Y; FarPoint.Z = Max.Z;
}
else
{
FarPoint.X = Min.X; FarPoint.Y = Min.Y; FarPoint.Z = Min.Z;
}
}
}
Side = m_aPlanes[i].ClassifyPoint (FarPoint);
if (Side == PS_BACK)
return false;
}
return true;
}