// Copyright (C) 2002-2011 Nikolaus Gebhardt // This file is part of the "Irrlicht Engine". // For conditions of distribution and use, see copyright notice in irrlicht.h #ifndef __S_VIEW_FRUSTUM_H_INCLUDED__ #define __S_VIEW_FRUSTUM_H_INCLUDED__ #include "plane3d.h" #include "vector3d.h" #include "line3d.h" #include "aabbox3d.h" #include "matrix4.h" #include "IVideoDriver.h" namespace irr { namespace scene { //! Defines the view frustum. That's the space visible by the camera. /** The view frustum is enclosed by 6 planes. These six planes share four points. A bounding box around these four points is also stored in this structure. */ struct SViewFrustum { enum VFPLANES { //! Far plane of the frustum. That is the plane farest away from the eye. VF_FAR_PLANE = 0, //! Near plane of the frustum. That is the plane nearest to the eye. VF_NEAR_PLANE, //! Left plane of the frustum. VF_LEFT_PLANE, //! Right plane of the frustum. VF_RIGHT_PLANE, //! Bottom plane of the frustum. VF_BOTTOM_PLANE, //! Top plane of the frustum. VF_TOP_PLANE, //! Amount of planes enclosing the view frustum. Should be 6. VF_PLANE_COUNT }; //! Default Constructor SViewFrustum() {} //! Copy Constructor SViewFrustum(const SViewFrustum& other); //! This constructor creates a view frustum based on a projection and/or view matrix. SViewFrustum(const core::matrix4& mat); //! This constructor creates a view frustum based on a projection and/or view matrix. inline void setFrom(const core::matrix4& mat); //! transforms the frustum by the matrix /** \param mat: Matrix by which the view frustum is transformed.*/ void transform(const core::matrix4& mat); //! returns the point which is on the far left upper corner inside the the view frustum. core::vector3df getFarLeftUp() const; //! returns the point which is on the far left bottom corner inside the the view frustum. core::vector3df getFarLeftDown() const; //! returns the point which is on the far right top corner inside the the view frustum. core::vector3df getFarRightUp() const; //! returns the point which is on the far right bottom corner inside the the view frustum. core::vector3df getFarRightDown() const; //! returns the point which is on the near left upper corner inside the the view frustum. core::vector3df getNearLeftUp() const; //! returns the point which is on the near left bottom corner inside the the view frustum. core::vector3df getNearLeftDown() const; //! returns the point which is on the near right top corner inside the the view frustum. core::vector3df getNearRightUp() const; //! returns the point which is on the near right bottom corner inside the the view frustum. core::vector3df getNearRightDown() const; //! returns a bounding box enclosing the whole view frustum const core::aabbox3d<f32> &getBoundingBox() const; //! recalculates the bounding box member based on the planes inline void recalculateBoundingBox(); //! get the given state's matrix based on frustum E_TRANSFORMATION_STATE core::matrix4& getTransform( video::E_TRANSFORMATION_STATE state); //! get the given state's matrix based on frustum E_TRANSFORMATION_STATE const core::matrix4& getTransform( video::E_TRANSFORMATION_STATE state) const; //! clips a line to the view frustum. /** \return True if the line was clipped, false if not */ bool clipLine(core::line3d<f32>& line) const; //! the position of the camera core::vector3df cameraPosition; //! all planes enclosing the view frustum. core::plane3d<f32> planes[VF_PLANE_COUNT]; //! bounding box around the view frustum core::aabbox3d<f32> boundingBox; private: //! Hold a copy of important transform matrices enum E_TRANSFORMATION_STATE_FRUSTUM { ETS_VIEW = 0, ETS_PROJECTION = 1, ETS_COUNT_FRUSTUM }; //! Hold a copy of important transform matrices core::matrix4 Matrices[ETS_COUNT_FRUSTUM]; }; /*! Copy constructor ViewFrustum */ inline SViewFrustum::SViewFrustum(const SViewFrustum& other) { cameraPosition=other.cameraPosition; boundingBox=other.boundingBox; u32 i; for (i=0; i<VF_PLANE_COUNT; ++i) planes[i]=other.planes[i]; for (i=0; i<ETS_COUNT_FRUSTUM; ++i) Matrices[i]=other.Matrices[i]; } inline SViewFrustum::SViewFrustum(const core::matrix4& mat) { setFrom ( mat ); } inline void SViewFrustum::transform(const core::matrix4& mat) { for (u32 i=0; i<VF_PLANE_COUNT; ++i) mat.transformPlane(planes[i]); mat.transformVect(cameraPosition); recalculateBoundingBox(); } inline core::vector3df SViewFrustum::getFarLeftUp() const { core::vector3df p; planes[scene::SViewFrustum::VF_FAR_PLANE].getIntersectionWithPlanes( planes[scene::SViewFrustum::VF_TOP_PLANE], planes[scene::SViewFrustum::VF_LEFT_PLANE], p); return p; } inline core::vector3df SViewFrustum::getFarLeftDown() const { core::vector3df p; planes[scene::SViewFrustum::VF_FAR_PLANE].getIntersectionWithPlanes( planes[scene::SViewFrustum::VF_BOTTOM_PLANE], planes[scene::SViewFrustum::VF_LEFT_PLANE], p); return p; } inline core::vector3df SViewFrustum::getFarRightUp() const { core::vector3df p; planes[scene::SViewFrustum::VF_FAR_PLANE].getIntersectionWithPlanes( planes[scene::SViewFrustum::VF_TOP_PLANE], planes[scene::SViewFrustum::VF_RIGHT_PLANE], p); return p; } inline core::vector3df SViewFrustum::getFarRightDown() const { core::vector3df p; planes[scene::SViewFrustum::VF_FAR_PLANE].getIntersectionWithPlanes( planes[scene::SViewFrustum::VF_BOTTOM_PLANE], planes[scene::SViewFrustum::VF_RIGHT_PLANE], p); return p; } inline core::vector3df SViewFrustum::getNearLeftUp() const { core::vector3df p; planes[scene::SViewFrustum::VF_NEAR_PLANE].getIntersectionWithPlanes( planes[scene::SViewFrustum::VF_TOP_PLANE], planes[scene::SViewFrustum::VF_LEFT_PLANE], p); return p; } inline core::vector3df SViewFrustum::getNearLeftDown() const { core::vector3df p; planes[scene::SViewFrustum::VF_NEAR_PLANE].getIntersectionWithPlanes( planes[scene::SViewFrustum::VF_BOTTOM_PLANE], planes[scene::SViewFrustum::VF_LEFT_PLANE], p); return p; } inline core::vector3df SViewFrustum::getNearRightUp() const { core::vector3df p; planes[scene::SViewFrustum::VF_NEAR_PLANE].getIntersectionWithPlanes( planes[scene::SViewFrustum::VF_TOP_PLANE], planes[scene::SViewFrustum::VF_RIGHT_PLANE], p); return p; } inline core::vector3df SViewFrustum::getNearRightDown() const { core::vector3df p; planes[scene::SViewFrustum::VF_NEAR_PLANE].getIntersectionWithPlanes( planes[scene::SViewFrustum::VF_BOTTOM_PLANE], planes[scene::SViewFrustum::VF_RIGHT_PLANE], p); return p; } inline const core::aabbox3d<f32> &SViewFrustum::getBoundingBox() const { return boundingBox; } inline void SViewFrustum::recalculateBoundingBox() { boundingBox.reset ( cameraPosition ); boundingBox.addInternalPoint(getFarLeftUp()); boundingBox.addInternalPoint(getFarRightUp()); boundingBox.addInternalPoint(getFarLeftDown()); boundingBox.addInternalPoint(getFarRightDown()); } //! This constructor creates a view frustum based on a projection //! and/or view matrix. inline void SViewFrustum::setFrom(const core::matrix4& mat) { // left clipping plane planes[VF_LEFT_PLANE].Normal.X = mat[3 ] + mat[0]; planes[VF_LEFT_PLANE].Normal.Y = mat[7 ] + mat[4]; planes[VF_LEFT_PLANE].Normal.Z = mat[11] + mat[8]; planes[VF_LEFT_PLANE].D = mat[15] + mat[12]; // right clipping plane planes[VF_RIGHT_PLANE].Normal.X = mat[3 ] - mat[0]; planes[VF_RIGHT_PLANE].Normal.Y = mat[7 ] - mat[4]; planes[VF_RIGHT_PLANE].Normal.Z = mat[11] - mat[8]; planes[VF_RIGHT_PLANE].D = mat[15] - mat[12]; // top clipping plane planes[VF_TOP_PLANE].Normal.X = mat[3 ] - mat[1]; planes[VF_TOP_PLANE].Normal.Y = mat[7 ] - mat[5]; planes[VF_TOP_PLANE].Normal.Z = mat[11] - mat[9]; planes[VF_TOP_PLANE].D = mat[15] - mat[13]; // bottom clipping plane planes[VF_BOTTOM_PLANE].Normal.X = mat[3 ] + mat[1]; planes[VF_BOTTOM_PLANE].Normal.Y = mat[7 ] + mat[5]; planes[VF_BOTTOM_PLANE].Normal.Z = mat[11] + mat[9]; planes[VF_BOTTOM_PLANE].D = mat[15] + mat[13]; // far clipping plane planes[VF_FAR_PLANE].Normal.X = mat[3 ] - mat[2]; planes[VF_FAR_PLANE].Normal.Y = mat[7 ] - mat[6]; planes[VF_FAR_PLANE].Normal.Z = mat[11] - mat[10]; planes[VF_FAR_PLANE].D = mat[15] - mat[14]; // near clipping plane planes[VF_NEAR_PLANE].Normal.X = mat[2]; planes[VF_NEAR_PLANE].Normal.Y = mat[6]; planes[VF_NEAR_PLANE].Normal.Z = mat[10]; planes[VF_NEAR_PLANE].D = mat[14]; // normalize normals u32 i; for ( i=0; i != VF_PLANE_COUNT; ++i) { const f32 len = -core::reciprocal_squareroot( planes[i].Normal.getLengthSQ()); planes[i].Normal *= len; planes[i].D *= len; } // make bounding box recalculateBoundingBox(); } /*! View Frustum depends on Projection & View Matrix */ inline core::matrix4& SViewFrustum::getTransform(video::E_TRANSFORMATION_STATE state ) { u32 index = 0; switch ( state ) { case video::ETS_PROJECTION: index = SViewFrustum::ETS_PROJECTION; break; case video::ETS_VIEW: index = SViewFrustum::ETS_VIEW; break; default: break; } return Matrices [ index ]; } /*! View Frustum depends on Projection & View Matrix */ inline const core::matrix4& SViewFrustum::getTransform(video::E_TRANSFORMATION_STATE state ) const { u32 index = 0; switch ( state ) { case video::ETS_PROJECTION: index = SViewFrustum::ETS_PROJECTION; break; case video::ETS_VIEW: index = SViewFrustum::ETS_VIEW; break; default: break; } return Matrices [ index ]; } //! Clips a line to the frustum inline bool SViewFrustum::clipLine(core::line3d<f32>& line) const { bool wasClipped = false; for (u32 i=0; i < VF_PLANE_COUNT; ++i) { if (planes[i].classifyPointRelation(line.start) == core::ISREL3D_FRONT) { line.start = line.start.getInterpolated(line.end, planes[i].getKnownIntersectionWithLine(line.start, line.end)); wasClipped = true; } if (planes[i].classifyPointRelation(line.end) == core::ISREL3D_FRONT) { line.end = line.start.getInterpolated(line.end, planes[i].getKnownIntersectionWithLine(line.start, line.end)); wasClipped = true; } } return wasClipped; } } // end namespace scene } // end namespace irr #endif
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