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b5cdd1240f
This adds math classes for doing frustum culling in software. These could be used for optimizing performance in many other places as well. For example, if an actor is outside the view frustum, it may not be necessary to do expensive keyframe animation and vertex skinning calculations for that actor.
52 lines
1.5 KiB
C++
52 lines
1.5 KiB
C++
/* ResidualVM - A 3D game interpreter
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*
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* ResidualVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef MATH_AABB_H
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#define MATH_AABB_H
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#include "math/vector3d.h"
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#include "math/matrix4.h"
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namespace Math {
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// Axis-aligned bounding box
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class AABB {
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public:
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AABB();
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AABB(const Math::Vector3d &min, const Math::Vector3d &max);
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void reset();
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void expand(const Math::Vector3d &v);
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void transform(const Math::Matrix4 &matrix);
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Math::Vector3d getMin() const { return _min; }
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Math::Vector3d getMax() const { return _max; }
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bool isValid() const { return _valid; }
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private:
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Math::Vector3d _min, _max;
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bool _valid;
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};
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} // end of namespace Math
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#endif
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