/* ResidualVM - A 3D game interpreter * * ResidualVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #include "math/frustum.h" namespace Math { Frustum::Frustum() { } void Frustum::setup(const Math::Matrix4 &matrix) { // Based on "Fast Extraction of Viewing Frustum Planes from the // World-View-Projection matrix" by Gil Gribb and Klaus Hartmann. // http://www.cs.otago.ac.nz/postgrads/alexis/planeExtraction.pdf _planes[0]._normal.x() = matrix.getValue(3, 0) + matrix.getValue(0, 0); _planes[0]._normal.y() = matrix.getValue(3, 1) + matrix.getValue(0, 1); _planes[0]._normal.z() = matrix.getValue(3, 2) + matrix.getValue(0, 2); _planes[0]._d = matrix.getValue(3, 3) + matrix.getValue(0, 3); _planes[1]._normal.x() = matrix.getValue(3, 0) - matrix.getValue(0, 0); _planes[1]._normal.y() = matrix.getValue(3, 1) - matrix.getValue(0, 1); _planes[1]._normal.z() = matrix.getValue(3, 2) - matrix.getValue(0, 2); _planes[1]._d = matrix.getValue(3, 3) - matrix.getValue(0, 3); _planes[2]._normal.x() = matrix.getValue(3, 0) - matrix.getValue(1, 0); _planes[2]._normal.y() = matrix.getValue(3, 1) - matrix.getValue(1, 1); _planes[2]._normal.z() = matrix.getValue(3, 2) - matrix.getValue(1, 2); _planes[2]._d = matrix.getValue(3, 3) - matrix.getValue(1, 3); _planes[3]._normal.x() = matrix.getValue(3, 0) + matrix.getValue(1, 0); _planes[3]._normal.y() = matrix.getValue(3, 1) + matrix.getValue(1, 1); _planes[3]._normal.z() = matrix.getValue(3, 2) + matrix.getValue(1, 2); _planes[3]._d = matrix.getValue(3, 3) + matrix.getValue(1, 3); _planes[4]._normal.x() = matrix.getValue(3, 0) + matrix.getValue(2, 0); _planes[4]._normal.y() = matrix.getValue(3, 1) + matrix.getValue(2, 1); _planes[4]._normal.z() = matrix.getValue(3, 2) + matrix.getValue(2, 2); _planes[4]._d = matrix.getValue(3, 3) + matrix.getValue(2, 3); _planes[5]._normal.x() = matrix.getValue(3, 0) - matrix.getValue(2, 0); _planes[5]._normal.y() = matrix.getValue(3, 1) - matrix.getValue(2, 1); _planes[5]._normal.z() = matrix.getValue(3, 2) - matrix.getValue(2, 2); _planes[5]._d = matrix.getValue(3, 3) - matrix.getValue(2, 3); for (int i = 0; i < 6; ++i) { _planes[i].normalize(); } } bool Frustum::isInside(const Math::AABB &aabb) const { Math::Vector3d min = aabb.getMin(); Math::Vector3d max = aabb.getMax(); for (int i = 0; i < 6; ++i) { const Plane &plane = _planes[i]; Math::Vector3d positive = min; if (plane._normal.x() >= 0.0f) positive.x() = max.x(); if (plane._normal.y() >= 0.0f) positive.y() = max.y(); if (plane._normal.z() >= 0.0f) positive.z() = max.z(); float dist = _planes[i].getSignedDistance(positive); if (dist < 0.0f) return false; } return true; } }