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Frustum.cpp
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/*
-----------------------------------------------------------------------------
This source file is part of OGRE
(Object-oriented Graphics Rendering Engine)
For the latest info, see http://www.ogre3d.org
Copyright (c) 2000-2009 Torus Knot Software Ltd
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
-----------------------------------------------------------------------------
*/
#include
<echo/Graphics/Frustum.h>
#include
<echo/Maths/EchoMaths.h>
#include
<echo/Maths/Matrix3.h>
#include
<echo/Maths/Sphere.h>
namespace
Echo
{
const
f32
Frustum
::
INFINITE_FAR_PLANE_ADJUST
=
0.00001f
;
//-----------------------------------------------------------------------
Frustum
::
Frustum
()
:
mProjType
(
ProjectionTypes
::
PERSPECTIVE
),
mFOVy
(
f32
(
Maths
::
PI
/
4.0f
)),
mFarDist
(
10000.0f
),
mNearDist
(
1.0f
),
mAspect
(
1.33333333333333f
),
mOrthoHeight
(
1000
),
mFrustumOffset
(
Vector2
::
ZERO
),
mFocalLength
(
1.0f
),
mLastParentOrientation
(
Quaternion
::
IDENTITY
),
mLastParentPosition
(
Vector3
::
ZERO
),
mRecalcFrustum
(
true
),
mRecalcView
(
true
),
mRecalcFrustumPlanes
(
true
),
mRecalcWorldSpaceCorners
(
true
),
mRecalcVertexData
(
true
),
mCustomViewMatrix
(
false
),
mCustomProjMatrix
(
false
),
mFrustumExtentsManuallySet
(
false
),
mOrientationMode
(
OrientationModes
::
DEGREE_0
),
mReflect
(
false
),
mObliqueDepthProjection
(
false
)
{
mLastLinkedReflectionPlane
.
normal
=
Vector3
::
ZERO
;
mLastLinkedObliqueProjPlane
.
normal
=
Vector3
::
ZERO
;
UpdateView
();
UpdateFrustum
();
}
//-----------------------------------------------------------------------
Frustum
::~
Frustum
()
{
// Do nothing
}
//-----------------------------------------------------------------------
void
Frustum
::
SetFOVy
(
const
Radian
&
fov
)
{
mFOVy
=
fov
;
InvalidateFrustum
();
}
//-----------------------------------------------------------------------
const
Radian
&
Frustum
::
GetFOVy
(
void
)
const
{
return
mFOVy
;
}
void
Frustum
::
SetFOV
(
const
Radian
&
fov
)
{
assert
(
mAspect
>
0.f
);
if
(
mAspect
>
0.f
)
{
SetFOVy
(
fov
/
mAspect
);
}
}
Radian
Frustum
::
GetFOV
()
const
{
return
(
mFOVy
*
mAspect
);
}
//-----------------------------------------------------------------------
void
Frustum
::
SetFarPlane
(
f32
farPlane
)
{
mFarDist
=
farPlane
;
InvalidateFrustum
();
}
//-----------------------------------------------------------------------
f32
Frustum
::
GetFarPlane
(
void
)
const
{
return
mFarDist
;
}
//-----------------------------------------------------------------------
void
Frustum
::
SetNearPlane
(
f32
nearPlane
)
{
assert
(
nearPlane
>
0
);
mNearDist
=
nearPlane
;
InvalidateFrustum
();
}
//-----------------------------------------------------------------------
f32
Frustum
::
GetNearPlane
(
void
)
const
{
return
mNearDist
;
}
//---------------------------------------------------------------------
void
Frustum
::
SetFrustumOffset
(
const
Vector2
&
offset
)
{
mFrustumOffset
=
offset
;
InvalidateFrustum
();
}
//---------------------------------------------------------------------
void
Frustum
::
SetFrustumOffset
(
f32
horizontal
,
f32
vertical
)
{
SetFrustumOffset
(
Vector2
(
horizontal
,
vertical
));
}
//---------------------------------------------------------------------
const
Vector2
&
Frustum
::
GetFrustumOffset
()
const
{
return
mFrustumOffset
;
}
//---------------------------------------------------------------------
void
Frustum
::
SetFocalLength
(
f32
focalLength
)
{
assert
(
focalLength
>
0
);
mFocalLength
=
focalLength
;
InvalidateFrustum
();
}
//---------------------------------------------------------------------
f32
Frustum
::
GetFocalLength
()
const
{
return
mFocalLength
;
}
//-----------------------------------------------------------------------
const
Matrix4
&
Frustum
::
GetProjectionMatrix
(
void
)
const
{
UpdateFrustum
();
return
mProjMatrix
;
}
//-----------------------------------------------------------------------
const
Matrix4
&
Frustum
::
GetViewMatrix
(
void
)
const
{
UpdateView
();
return
mViewMatrix
;
}
//-----------------------------------------------------------------------
const
Frustum
::
FrustumPlaneArray
&
Frustum
::
GetFrustumPlanes
(
void
)
const
{
// Make any pending updates to the calculated frustum planes
UpdateFrustumPlanes
();
return
mFrustumPlanes
;
}
//-----------------------------------------------------------------------
const
Plane
&
Frustum
::
GetFrustumPlane
(
unsigned
short
plane
)
const
{
// Make any pending updates to the calculated frustum planes
UpdateFrustumPlanes
();
return
mFrustumPlanes
[
plane
];
}
//-----------------------------------------------------------------------
bool
Frustum
::
IsVisible
(
const
AxisAlignedBox
&
bound
,
FrustumPlane
*
culledBy
)
const
{
// Null boxes always invisible
if
(
bound
.
isNull
())
return
false
;
// Infinite boxes always visible
if
(
bound
.
isInfinite
())
return
true
;
// Make any pending updates to the calculated frustum planes
UpdateFrustumPlanes
();
// Get centre of the box
Vector3
centre
=
bound
.
GetCenter
();
// Get the half-size of the box
Vector3
halfSize
=
bound
.
getHalfSize
();
// For each plane, see if all points are on the negative side
// If so, object is not visible
for
(
int
plane
=
0
;
plane
<
6
;
++
plane
)
{
// Skip far plane if infinite view frustum
if
(
plane
==
FrustumPlanes
::
FAR
&&
mFarDist
==
0
)
continue
;
Plane
::
Side
side
=
mFrustumPlanes
[
plane
].
getSide
(
centre
,
halfSize
);
if
(
side
==
Plane
::
NEGATIVE_SIDE
)
{
// ALL corners on negative side therefore out of view
if
(
culledBy
)
*
culledBy
=
(
FrustumPlane
)
plane
;
return
false
;
}
}
return
true
;
}
//-----------------------------------------------------------------------
bool
Frustum
::
IsVisible
(
const
Vector3
&
vert
,
FrustumPlane
*
culledBy
)
const
{
// Make any pending updates to the calculated frustum planes
UpdateFrustumPlanes
();
// For each plane, see if all points are on the negative side
// If so, object is not visible
for
(
int
plane
=
0
;
plane
<
6
;
++
plane
)
{
// Skip far plane if infinite view frustum
if
(
plane
==
FrustumPlanes
::
FAR
&&
mFarDist
==
0
)
continue
;
if
(
mFrustumPlanes
[
plane
].
getSide
(
vert
)
==
Plane
::
NEGATIVE_SIDE
)
{
// ALL corners on negative side therefore out of view
if
(
culledBy
)
*
culledBy
=
(
FrustumPlane
)
plane
;
return
false
;
}
}
return
true
;
}
//-----------------------------------------------------------------------
bool
Frustum
::
IsVisible
(
const
Sphere
&
sphere
,
FrustumPlane
*
culledBy
)
const
{
// Make any pending updates to the calculated frustum planes
UpdateFrustumPlanes
();
// For each plane, see if sphere is on negative side
// If so, object is not visible
for
(
int
plane
=
0
;
plane
<
6
;
++
plane
)
{
// Skip far plane if infinite view frustum
if
(
plane
==
FrustumPlanes
::
FAR
&&
mFarDist
==
0
)
continue
;
// If the distance from sphere center to plane is negative, and 'more negative'
// than the radius of the sphere, sphere is outside frustum
if
(
mFrustumPlanes
[
plane
].
getDistance
(
sphere
.
getCenter
())
<
-
sphere
.
getRadius
())
{
// ALL corners on negative side therefore out of view
if
(
culledBy
)
*
culledBy
=
(
FrustumPlane
)
plane
;
return
false
;
}
}
return
true
;
}
//---------------------------------------------------------------------
//u32 Frustum::getTypeFlags(void) const
//{
// return SceneManager::FRUSTUM_TYPE_MASK;
//}
//-----------------------------------------------------------------------
void
Frustum
::
CalcProjectionParameters
(
f32
&
left
,
f32
&
right
,
f32
&
bottom
,
f32
&
top
)
const
{
if
(
mCustomProjMatrix
)
{
// Convert clipspace corners to camera space
Matrix4
invProj
=
mProjMatrix
.
inverse
();
Vector3
topLeft
(
-
0.5f
,
0.5f
,
0.0f
);
Vector3
bottomRight
(
0.5f
,
-
0.5f
,
0.0f
);
topLeft
=
invProj
*
topLeft
;
bottomRight
=
invProj
*
bottomRight
;
left
=
topLeft
.
x
;
top
=
topLeft
.
y
;
right
=
bottomRight
.
x
;
bottom
=
bottomRight
.
y
;
}
else
{
if
(
mFrustumExtentsManuallySet
)
{
left
=
mLeft
;
right
=
mRight
;
top
=
mTop
;
bottom
=
mBottom
;
}
// Calculate general projection parameters
else
if
(
mProjType
==
ProjectionTypes
::
PERSPECTIVE
)
{
Radian
thetaY
(
mFOVy
*
0.5f
);
f32
tanThetaY
=
Maths
::
Tan
(
thetaY
);
f32
tanThetaX
=
tanThetaY
*
mAspect
;
f32
nearFocal
=
mNearDist
/
mFocalLength
;
f32
nearOffsetX
=
mFrustumOffset
.
x
*
nearFocal
;
f32
nearOffsetY
=
mFrustumOffset
.
y
*
nearFocal
;
f32
half_w
=
tanThetaX
*
mNearDist
;
f32
half_h
=
tanThetaY
*
mNearDist
;
left
=
-
half_w
+
nearOffsetX
;
right
=
+
half_w
+
nearOffsetX
;
bottom
=
-
half_h
+
nearOffsetY
;
top
=
+
half_h
+
nearOffsetY
;
mLeft
=
left
;
mRight
=
right
;
mTop
=
top
;
mBottom
=
bottom
;
}
else
{
// Unknown how to apply frustum offset to orthographic camera, just ignore here
f32
half_w
=
GetOrthoWindowWidth
()
*
0.5f
;
f32
half_h
=
GetOrthoWindowHeight
()
*
0.5f
;
left
=
-
half_w
;
right
=
+
half_w
;
bottom
=
-
half_h
;
top
=
+
half_h
;
mLeft
=
left
;
mRight
=
right
;
mTop
=
top
;
mBottom
=
bottom
;
}
}
}
//-----------------------------------------------------------------------
void
Frustum
::
UpdateFrustumImpl
(
void
)
const
{
// Common calcs
f32
left
,
right
,
bottom
,
top
;
CalcProjectionParameters
(
left
,
right
,
bottom
,
top
);
if
(
!
mCustomProjMatrix
)
{
// The code below will dealing with general projection
// parameters, similar glFrustum and glOrtho.
// Doesn't optimise manually except division operator, so the
// code more self-explaining.
f32
inv_w
=
1
/
(
right
-
left
);
f32
inv_h
=
1
/
(
top
-
bottom
);
f32
inv_d
=
1
/
(
mFarDist
-
mNearDist
);
// Recalc if frustum params changed
if
(
mProjType
==
ProjectionTypes
::
PERSPECTIVE
)
{
// Calc matrix elements
f32
A
=
2
*
mNearDist
*
inv_w
;
f32
B
=
2
*
mNearDist
*
inv_h
;
f32
C
=
(
right
+
left
)
*
inv_w
;
f32
D
=
(
top
+
bottom
)
*
inv_h
;
f32
q
,
qn
;
if
(
mFarDist
==
0
)
{
// Infinite far plane
q
=
Frustum
::
INFINITE_FAR_PLANE_ADJUST
-
1
;
qn
=
mNearDist
*
(
Frustum
::
INFINITE_FAR_PLANE_ADJUST
-
2
);
}
else
{
q
=
-
(
mFarDist
+
mNearDist
)
*
inv_d
;
qn
=
-
2
*
(
mFarDist
*
mNearDist
)
*
inv_d
;
}
// NB: This creates 'uniform' perspective projection matrix,
// which depth range [-1,1], right-handed rules
//
// [ A 0 C 0 ]
// [ 0 B D 0 ]
// [ 0 0 q qn ]
// [ 0 0 -1 0 ]
//
// A = 2 * near / (right - left)
// B = 2 * near / (top - bottom)
// C = (right + left) / (right - left)
// D = (top + bottom) / (top - bottom)
// q = - (far + near) / (far - near)
// qn = - 2 * (far * near) / (far - near)
mProjMatrix
=
Matrix4
::
ZERO
;
mProjMatrix
[
0
][
0
]
=
A
;
mProjMatrix
[
0
][
2
]
=
C
;
mProjMatrix
[
1
][
1
]
=
B
;
mProjMatrix
[
1
][
2
]
=
D
;
mProjMatrix
[
2
][
2
]
=
q
;
mProjMatrix
[
2
][
3
]
=
qn
;
mProjMatrix
[
3
][
2
]
=
-
1
;
if
(
mObliqueDepthProjection
)
{
// Translate the plane into view space
// Don't use getViewMatrix here, incase overrided by
// camera and return a cull frustum view matrix
UpdateView
();
Plane
plane
=
mViewMatrix
*
mObliqueProjPlane
;
// Thanks to Eric Lenyel for posting this calculation
// at www.terathon.com
// Calculate the clip-space corner point opposite the
// clipping plane
// as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and
// transform it into camera space by multiplying it
// by the inverse of the projection matrix
/* generalised version
Vector4 q = matrix.inverse() *
Vector4(Maths::Sign(plane.normal.x),
Maths::Sign(plane.normal.y), 1.0f, 1.0f);
*/
Vector4
q
;
q
.
x
=
(
Maths
::
Sign
(
plane
.
normal
.
x
)
+
mProjMatrix
[
0
][
2
])
/
mProjMatrix
[
0
][
0
];
q
.
y
=
(
Maths
::
Sign
(
plane
.
normal
.
y
)
+
mProjMatrix
[
1
][
2
])
/
mProjMatrix
[
1
][
1
];
q
.
z
=
-
1
;
q
.
w
=
(
1
+
mProjMatrix
[
2
][
2
])
/
mProjMatrix
[
2
][
3
];
// Calculate the scaled plane vector
Vector4
clipPlane4d
(
plane
.
normal
.
x
,
plane
.
normal
.
y
,
plane
.
normal
.
z
,
plane
.
d
);
Vector4
c
=
clipPlane4d
*
(
2
/
(
clipPlane4d
.
dotProduct
(
q
)));
// Replace the third row of the projection matrix
mProjMatrix
[
2
][
0
]
=
c
.
x
;
mProjMatrix
[
2
][
1
]
=
c
.
y
;
mProjMatrix
[
2
][
2
]
=
c
.
z
+
1
;
mProjMatrix
[
2
][
3
]
=
c
.
w
;
}
}
// perspective
else
if
(
mProjType
==
ProjectionTypes
::
ORTHOGRAPHIC
)
{
f32
A
=
2
*
inv_w
;
f32
B
=
2
*
inv_h
;
f32
C
=
-
(
right
+
left
)
*
inv_w
;
f32
D
=
-
(
top
+
bottom
)
*
inv_h
;
f32
q
,
qn
;
if
(
mFarDist
==
0
)
{
// Can not do infinite far plane here, avoid divided zero only
q
=
-
Frustum
::
INFINITE_FAR_PLANE_ADJUST
/
mNearDist
;
qn
=
-
Frustum
::
INFINITE_FAR_PLANE_ADJUST
-
1
;
}
else
{
q
=
-
2
*
inv_d
;
qn
=
-
(
mFarDist
+
mNearDist
)
*
inv_d
;
}
// NB: This creates 'uniform' orthographic projection matrix,
// which depth range [-1,1], right-handed rules
//
// [ A 0 0 C ]
// [ 0 B 0 D ]
// [ 0 0 q qn ]
// [ 0 0 0 1 ]
//
// A = 2 * / (right - left)
// B = 2 * / (top - bottom)
// C = - (right + left) / (right - left)
// D = - (top + bottom) / (top - bottom)
// q = - 2 / (far - near)
// qn = - (far + near) / (far - near)
mProjMatrix
=
Matrix4
::
ZERO
;
mProjMatrix
[
0
][
0
]
=
A
;
mProjMatrix
[
0
][
3
]
=
C
;
mProjMatrix
[
1
][
1
]
=
B
;
mProjMatrix
[
1
][
3
]
=
D
;
mProjMatrix
[
2
][
2
]
=
q
;
mProjMatrix
[
2
][
3
]
=
qn
;
mProjMatrix
[
3
][
3
]
=
1
;
}
// ortho
}
// !mCustomProjMatrix
#if OGRE_NO_VIEWPORT_ORIENTATIONMODE == 0
// Deal with orientation mode
mProjMatrix
=
mProjMatrix
*
Quaternion
(
Degree
(
mOrientationMode
*
90.f
),
Vector3
::
UNIT_Z
);
#endif
// Calculate bounding box (local)
// Box is from 0, down -Z, max dimensions as determined from far plane
// If infinite view frustum just pick a far value
f32
farDist
=
(
mFarDist
==
0
)
?
100000
:
mFarDist
;
// Near plane bounds
Vector3
min
(
left
,
bottom
,
-
farDist
);
Vector3
max
(
right
,
top
,
0
);
if
(
mCustomProjMatrix
)
{
// Some custom projection matrices can have unusual inverted settings
// So make sure the AABB is the right way around to start with
Vector3
tmp
=
min
;
min
.
makeFloor
(
max
);
max
.
makeCeil
(
tmp
);
}
if
(
mProjType
==
ProjectionTypes
::
PERSPECTIVE
)
{
// Merge with far plane bounds
f32
radio
=
farDist
/
mNearDist
;
min
.
makeFloor
(
Vector3
(
left
*
radio
,
bottom
*
radio
,
-
farDist
));
max
.
makeCeil
(
Vector3
(
right
*
radio
,
top
*
radio
,
0
));
}
mBoundingBox
.
setExtents
(
min
,
max
);
mRecalcFrustum
=
false
;
// Signal to update frustum clipping planes
mRecalcFrustumPlanes
=
true
;
}
//-----------------------------------------------------------------------
void
Frustum
::
UpdateFrustum
(
void
)
const
{
if
(
IsFrustumOutOfDate
())
{
UpdateFrustumImpl
();
}
}
//-----------------------------------------------------------------------
//void Frustum::updateVertexData(void) const
//{
// if (mRecalcVertexData)
// {
// if (mVertexData.vertexBufferBinding->getBufferCount() <= 0)
// {
// // Initialise vertex & index data
// mVertexData.vertexDeclaration->addElement(0, 0, VET_FLOAT3, VES_POSITION);
// mVertexData.vertexCount = 32;
// mVertexData.vertexStart = 0;
// mVertexData.vertexBufferBinding->setBinding( 0,
// HardwareBufferManager::getSingleton().createVertexBuffer(
// sizeof(float)*3, 32, HardwareBuffer::HBU_DYNAMIC_WRITE_ONLY) );
// }
// // Note: Even though we can dealing with general projection matrix here,
// // but because it's incompatibly with infinite far plane, thus, we
// // still need to working with projection parameters.
// // Calc near plane corners
// f32 vpLeft, vpRight, vpBottom, vpTop;
// calcProjectionParameters(vpLeft, vpRight, vpBottom, vpTop);
// // Treat infinite fardist as some arbitrary far value
// f32 farDist = (mFarDist == 0) ? 100000 : mFarDist;
// // Calc far plane corners
// f32 radio = mProjType == ProjectionTypes::PERSPECTIVE ? farDist / mNearDist : 1;
// f32 farLeft = vpLeft * radio;
// f32 farRight = vpRight * radio;
// f32 farBottom = vpBottom * radio;
// f32 farTop = vpTop * radio;
// // Calculate vertex positions (local)
// // 0 is the origin
// // 1, 2, 3, 4 are the points on the near plane, top left first, clockwise
// // 5, 6, 7, 8 are the points on the far plane, top left first, clockwise
// HardwareVertexBufferSharedPtr vbuf = mVertexData.vertexBufferBinding->getBuffer(0);
// float* pFloat = static_cast<float*>(vbuf->lock(HardwareBuffer::HBL_DISCARD));
// // near plane (remember frustum is going in -Z direction)
// *pFloat++ = vpLeft; *pFloat++ = vpTop; *pFloat++ = -mNearDist;
// *pFloat++ = vpRight; *pFloat++ = vpTop; *pFloat++ = -mNearDist;
// *pFloat++ = vpRight; *pFloat++ = vpTop; *pFloat++ = -mNearDist;
// *pFloat++ = vpRight; *pFloat++ = vpBottom; *pFloat++ = -mNearDist;
// *pFloat++ = vpRight; *pFloat++ = vpBottom; *pFloat++ = -mNearDist;
// *pFloat++ = vpLeft; *pFloat++ = vpBottom; *pFloat++ = -mNearDist;
// *pFloat++ = vpLeft; *pFloat++ = vpBottom; *pFloat++ = -mNearDist;
// *pFloat++ = vpLeft; *pFloat++ = vpTop; *pFloat++ = -mNearDist;
// // far plane (remember frustum is going in -Z direction)
// *pFloat++ = farLeft; *pFloat++ = farTop; *pFloat++ = -farDist;
// *pFloat++ = farRight; *pFloat++ = farTop; *pFloat++ = -farDist;
// *pFloat++ = farRight; *pFloat++ = farTop; *pFloat++ = -farDist;
// *pFloat++ = farRight; *pFloat++ = farBottom; *pFloat++ = -farDist;
// *pFloat++ = farRight; *pFloat++ = farBottom; *pFloat++ = -farDist;
// *pFloat++ = farLeft; *pFloat++ = farBottom; *pFloat++ = -farDist;
// *pFloat++ = farLeft; *pFloat++ = farBottom; *pFloat++ = -farDist;
// *pFloat++ = farLeft; *pFloat++ = farTop; *pFloat++ = -farDist;
// // Sides of the pyramid
// *pFloat++ = 0.0f; *pFloat++ = 0.0f; *pFloat++ = 0.0f;
// *pFloat++ = vpLeft; *pFloat++ = vpTop; *pFloat++ = -mNearDist;
// *pFloat++ = 0.0f; *pFloat++ = 0.0f; *pFloat++ = 0.0f;
// *pFloat++ = vpRight; *pFloat++ = vpTop; *pFloat++ = -mNearDist;
// *pFloat++ = 0.0f; *pFloat++ = 0.0f; *pFloat++ = 0.0f;
// *pFloat++ = vpRight; *pFloat++ = vpBottom; *pFloat++ = -mNearDist;
// *pFloat++ = 0.0f; *pFloat++ = 0.0f; *pFloat++ = 0.0f;
// *pFloat++ = vpLeft; *pFloat++ = vpBottom; *pFloat++ = -mNearDist;
// // Sides of the box
// *pFloat++ = vpLeft; *pFloat++ = vpTop; *pFloat++ = -mNearDist;
// *pFloat++ = farLeft; *pFloat++ = farTop; *pFloat++ = -farDist;
// *pFloat++ = vpRight; *pFloat++ = vpTop; *pFloat++ = -mNearDist;
// *pFloat++ = farRight; *pFloat++ = farTop; *pFloat++ = -farDist;
// *pFloat++ = vpRight; *pFloat++ = vpBottom; *pFloat++ = -mNearDist;
// *pFloat++ = farRight; *pFloat++ = farBottom; *pFloat++ = -farDist;
// *pFloat++ = vpLeft; *pFloat++ = vpBottom; *pFloat++ = -mNearDist;
// *pFloat++ = farLeft; *pFloat++ = farBottom; *pFloat++ = -farDist;
// vbuf->unlock();
// mRecalcVertexData = false;
// }
//}
//-----------------------------------------------------------------------
bool
Frustum
::
IsViewOutOfDate
(
void
)
const
{
// Attached to node?
//if (mParentNode)
//{
// if (mRecalcView ||
// mParentNode->_getDerivedOrientation() != mLastParentOrientation ||
// mParentNode->_getDerivedPosition() != mLastParentPosition)
// {
// // Ok, we're out of date with SceneNode we're attached to
// mLastParentOrientation = mParentNode->_getDerivedOrientation();
// mLastParentPosition = mParentNode->_getDerivedPosition();
// mRecalcView = true;
// }
//}
//// Deriving reflection from linked plane?
//if (mLinkedReflectPlane &&
// !(mLastLinkedReflectionPlane == mLinkedReflectPlane->_getDerivedPlane()))
//{
// mReflectPlane = mLinkedReflectPlane->_getDerivedPlane();
// mReflectMatrix = Maths::buildReflectionMatrix(mReflectPlane);
// mLastLinkedReflectionPlane = mLinkedReflectPlane->_getDerivedPlane();
// mRecalcView = true;
//}
return
mRecalcView
;
}
//-----------------------------------------------------------------------
bool
Frustum
::
IsFrustumOutOfDate
(
void
)
const
{
// Deriving custom near plane from linked plane?
if
(
mObliqueDepthProjection
)
{
// Out of date when view out of data since plane needs to be in view space
if
(
IsViewOutOfDate
())
{
mRecalcFrustum
=
true
;
}
// Update derived plane
//if (mLinkedObliqueProjPlane &&
// !(mLastLinkedObliqueProjPlane == mLinkedObliqueProjPlane->_getDerivedPlane()))
//{
// mObliqueProjPlane = mLinkedObliqueProjPlane->_getDerivedPlane();
// mLastLinkedObliqueProjPlane = mObliqueProjPlane;
// mRecalcFrustum = true;
//}
}
return
mRecalcFrustum
;
}
//-----------------------------------------------------------------------
void
Frustum
::
UpdateViewImpl
(
void
)
const
{
// ----------------------
// Update the view matrix
// ----------------------
// Get orientation from quaternion
if
(
!
mCustomViewMatrix
)
{
Matrix3
rot
;
const
Quaternion
&
orientation
=
GetOrientationForViewUpdate
();
const
Vector3
&
position
=
GetPositionForViewUpdate
();
mViewMatrix
=
Maths
::
makeViewMatrix
(
position
,
orientation
,
mReflect
?
&
mReflectMatrix
:
0
);
}
mRecalcView
=
false
;
// Signal to update frustum clipping planes
mRecalcFrustumPlanes
=
true
;
// Signal to update world space corners
mRecalcWorldSpaceCorners
=
true
;
// Signal to update frustum if oblique plane enabled,
// since plane needs to be in view space
if
(
mObliqueDepthProjection
)
{
mRecalcFrustum
=
true
;
}
}
//---------------------------------------------------------------------
void
Frustum
::
CalcViewMatrixRelative
(
const
Vector3
&
relPos
,
Matrix4
&
matToUpdate
)
const
{
Matrix4
matTrans
=
Matrix4
::
IDENTITY
;
matTrans
.
setTrans
(
relPos
);
matToUpdate
=
GetViewMatrix
()
*
matTrans
;
}
//-----------------------------------------------------------------------
void
Frustum
::
UpdateView
(
void
)
const
{
if
(
IsViewOutOfDate
())
{
UpdateViewImpl
();
}
}
//-----------------------------------------------------------------------
void
Frustum
::
UpdateFrustumPlanesImpl
(
void
)
const
{
// -------------------------
// Update the frustum planes
// -------------------------
Matrix4
combo
=
mProjMatrix
*
mViewMatrix
;
mFrustumPlanes
[
FrustumPlanes
::
LEFT
].
normal
.
x
=
combo
[
3
][
0
]
+
combo
[
0
][
0
];
mFrustumPlanes
[
FrustumPlanes
::
LEFT
].
normal
.
y
=
combo
[
3
][
1
]
+
combo
[
0
][
1
];
mFrustumPlanes
[
FrustumPlanes
::
LEFT
].
normal
.
z
=
combo
[
3
][
2
]
+
combo
[
0
][
2
];
mFrustumPlanes
[
FrustumPlanes
::
LEFT
].
d
=
combo
[
3
][
3
]
+
combo
[
0
][
3
];
mFrustumPlanes
[
FrustumPlanes
::
RIGHT
].
normal
.
x
=
combo
[
3
][
0
]
-
combo
[
0
][
0
];
mFrustumPlanes
[
FrustumPlanes
::
RIGHT
].
normal
.
y
=
combo
[
3
][
1
]
-
combo
[
0
][
1
];
mFrustumPlanes
[
FrustumPlanes
::
RIGHT
].
normal
.
z
=
combo
[
3
][
2
]
-
combo
[
0
][
2
];
mFrustumPlanes
[
FrustumPlanes
::
RIGHT
].
d
=
combo
[
3
][
3
]
-
combo
[
0
][
3
];
mFrustumPlanes
[
FrustumPlanes
::
TOP
].
normal
.
x
=
combo
[
3
][
0
]
-
combo
[
1
][
0
];
mFrustumPlanes
[
FrustumPlanes
::
TOP
].
normal
.
y
=
combo
[
3
][
1
]
-
combo
[
1
][
1
];
mFrustumPlanes
[
FrustumPlanes
::
TOP
].
normal
.
z
=
combo
[
3
][
2
]
-
combo
[
1
][
2
];
mFrustumPlanes
[
FrustumPlanes
::
TOP
].
d
=
combo
[
3
][
3
]
-
combo
[
1
][
3
];
mFrustumPlanes
[
FrustumPlanes
::
BOTTOM
].
normal
.
x
=
combo
[
3
][
0
]
+
combo
[
1
][
0
];
mFrustumPlanes
[
FrustumPlanes
::
BOTTOM
].
normal
.
y
=
combo
[
3
][
1
]
+
combo
[
1
][
1
];
mFrustumPlanes
[
FrustumPlanes
::
BOTTOM
].
normal
.
z
=
combo
[
3
][
2
]
+
combo
[
1
][
2
];
mFrustumPlanes
[
FrustumPlanes
::
BOTTOM
].
d
=
combo
[
3
][
3
]
+
combo
[
1
][
3
];
mFrustumPlanes
[
FrustumPlanes
::
NEAR
].
normal
.
x
=
combo
[
3
][
0
]
+
combo
[
2
][
0
];
mFrustumPlanes
[
FrustumPlanes
::
NEAR
].
normal
.
y
=
combo
[
3
][
1
]
+
combo
[
2
][
1
];
mFrustumPlanes
[
FrustumPlanes
::
NEAR
].
normal
.
z
=
combo
[
3
][
2
]
+
combo
[
2
][
2
];
mFrustumPlanes
[
FrustumPlanes
::
NEAR
].
d
=
combo
[
3
][
3
]
+
combo
[
2
][
3
];
mFrustumPlanes
[
FrustumPlanes
::
FAR
].
normal
.
x
=
combo
[
3
][
0
]
-
combo
[
2
][
0
];
mFrustumPlanes
[
FrustumPlanes
::
FAR
].
normal
.
y
=
combo
[
3
][
1
]
-
combo
[
2
][
1
];
mFrustumPlanes
[
FrustumPlanes
::
FAR
].
normal
.
z
=
combo
[
3
][
2
]
-
combo
[
2
][
2
];
mFrustumPlanes
[
FrustumPlanes
::
FAR
].
d
=
combo
[
3
][
3
]
-
combo
[
2
][
3
];
// Renormalise any normals which were not unit length
for
(
int
i
=
0
;
i
<
6
;
i
++
)
{
f32
length
=
mFrustumPlanes
[
i
].
normal
.
Normalise
();
mFrustumPlanes
[
i
].
d
/=
length
;
}
mRecalcFrustumPlanes
=
false
;
}
//-----------------------------------------------------------------------
void
Frustum
::
UpdateFrustumPlanes
(
void
)
const
{
UpdateView
();
UpdateFrustum
();
if
(
mRecalcFrustumPlanes
)
{
UpdateFrustumPlanesImpl
();
}
}
//-----------------------------------------------------------------------
void
Frustum
::
UpdateWorldSpaceCornersImpl
(
void
)
const
{
Matrix4
eyeToWorld
=
mViewMatrix
.
inverseAffine
();
// Note: Even though we can dealing with general projection matrix here,
// but because it's incompatibly with infinite far plane, thus, we
// still need to working with projection parameters.
// Calc near plane corners
f32
nearLeft
,
nearRight
,
nearBottom
,
nearTop
;
CalcProjectionParameters
(
nearLeft
,
nearRight
,
nearBottom
,
nearTop
);
// Treat infinite fardist as some arbitrary far value
f32
farDist
=
(
mFarDist
==
0
)
?
100000
:
mFarDist
;
// Calc far palne corners
f32
radio
=
mProjType
==
ProjectionTypes
::
PERSPECTIVE
?
farDist
/
mNearDist
:
1
;
f32
farLeft
=
nearLeft
*
radio
;
f32
farRight
=
nearRight
*
radio
;
f32
farBottom
=
nearBottom
*
radio
;
f32
farTop
=
nearTop
*
radio
;
// near
mWorldSpaceCorners
[
0
]
=
eyeToWorld
.
transformAffine
(
Vector3
(
nearRight
,
nearTop
,
-
mNearDist
));
mWorldSpaceCorners
[
1
]
=
eyeToWorld
.
transformAffine
(
Vector3
(
nearLeft
,
nearTop
,
-
mNearDist
));
mWorldSpaceCorners
[
2
]
=
eyeToWorld
.
transformAffine
(
Vector3
(
nearLeft
,
nearBottom
,
-
mNearDist
));
mWorldSpaceCorners
[
3
]
=
eyeToWorld
.
transformAffine
(
Vector3
(
nearRight
,
nearBottom
,
-
mNearDist
));
// far
mWorldSpaceCorners
[
4
]
=
eyeToWorld
.
transformAffine
(
Vector3
(
farRight
,
farTop
,
-
farDist
));
mWorldSpaceCorners
[
5
]
=
eyeToWorld
.
transformAffine
(
Vector3
(
farLeft
,
farTop
,
-
farDist
));
mWorldSpaceCorners
[
6
]
=
eyeToWorld
.
transformAffine
(
Vector3
(
farLeft
,
farBottom
,
-
farDist
));
mWorldSpaceCorners
[
7
]
=
eyeToWorld
.
transformAffine
(
Vector3
(
farRight
,
farBottom
,
-
farDist
));
mRecalcWorldSpaceCorners
=
false
;
}
//-----------------------------------------------------------------------
void
Frustum
::
UpdateWorldSpaceCorners
(
void
)
const
{
UpdateView
();
if
(
mRecalcWorldSpaceCorners
)
{
UpdateWorldSpaceCornersImpl
();
}
}
//-----------------------------------------------------------------------
f32
Frustum
::
GetAspectRatio
(
void
)
const
{
return
mAspect
;
}
//-----------------------------------------------------------------------
void
Frustum
::
SetAspectRatio
(
f32
r
)
{
mAspect
=
r
;
InvalidateFrustum
();
}
// -------------------------------------------------------------------
void
Frustum
::
InvalidateFrustum
()
const
{
mRecalcFrustum
=
true
;
mRecalcFrustumPlanes
=
true
;
mRecalcWorldSpaceCorners
=
true
;
mRecalcVertexData
=
true
;
}
// -------------------------------------------------------------------
void
Frustum
::
InvalidateView
()
const
{
mRecalcView
=
true
;
mRecalcFrustumPlanes
=
true
;
mRecalcWorldSpaceCorners
=
true
;
}
// -------------------------------------------------------------------
const
Frustum
::
WorldSpaceCorners
&
Frustum
::
GetWorldSpaceCorners
(
void
)
const
{
UpdateWorldSpaceCorners
();
return
mWorldSpaceCorners
;
}
//-----------------------------------------------------------------------
void
Frustum
::
SetProjectionType
(
ProjectionType
pt
)
{
mProjType
=
pt
;
InvalidateFrustum
();
}
//-----------------------------------------------------------------------
ProjectionType
Frustum
::
GetProjectionType
(
void
)
const
{
return
mProjType
;
}
//-----------------------------------------------------------------------
const
Vector3
&
Frustum
::
GetPositionForViewUpdate
(
void
)
const
{
return
mLastParentPosition
;
}
//-----------------------------------------------------------------------
const
Quaternion
&
Frustum
::
GetOrientationForViewUpdate
(
void
)
const
{
return
mLastParentOrientation
;
}
//-----------------------------------------------------------------------
void
Frustum
::
EnableReflection
(
const
Plane
&
p
)
{
mReflect
=
true
;
mReflectPlane
=
p
;
//mLinkedReflectPlane = 0;
mReflectMatrix
=
Maths
::
buildReflectionMatrix
(
p
);
InvalidateView
();
}
////-----------------------------------------------------------------------
//void Frustum::enableReflection(const MovablePlane* p)
//{
// mReflect = true;
// mLinkedReflectPlane = p;
// mReflectPlane = mLinkedReflectPlane->_getDerivedPlane();
// mReflectMatrix = Maths::buildReflectionMatrix(mReflectPlane);
// mLastLinkedReflectionPlane = mLinkedReflectPlane->_getDerivedPlane();
// invalidateView();
//}
//-----------------------------------------------------------------------
void
Frustum
::
DisableReflection
(
void
)
{
mReflect
=
false
;
//mLinkedReflectPlane = 0;
mLastLinkedReflectionPlane
.
normal
=
Vector3
::
ZERO
;
InvalidateView
();
}
//---------------------------------------------------------------------
bool
Frustum
::
ProjectSphere
(
const
Sphere
&
sphere
,
f32
*
left
,
f32
*
top
,
f32
*
right
,
f32
*
bottom
)
const
{
// See http://www.gamasutra.com/features/20021011/lengyel_06.htm
// Transform light position into camera space
UpdateView
();
Vector3
eyeSpacePos
=
mViewMatrix
.
transformAffine
(
sphere
.
getCenter
());
// initialise
*
left
=
*
bottom
=
-
1.0f
;
*
right
=
*
top
=
1.0f
;
if
(
eyeSpacePos
.
z
<
0
)
{
UpdateFrustum
();
const
Matrix4
&
projMatrix
=
GetProjectionMatrix
();
f32
r
=
sphere
.
getRadius
();
f32
rsq
=
r
*
r
;
// early-exit
if
(
eyeSpacePos
.
LengthSquared
()
<=
rsq
)
return
false
;
f32
Lxz
=
Maths
::
Sqr
(
eyeSpacePos
.
x
)
+
Maths
::
Sqr
(
eyeSpacePos
.
z
);
f32
Lyz
=
Maths
::
Sqr
(
eyeSpacePos
.
y
)
+
Maths
::
Sqr
(
eyeSpacePos
.
z
);
// Find the tangent planes to the sphere
// XZ first
// calculate quadratic discriminant: b*b - 4ac
// x = Nx
// a = Lx^2 + Lz^2
// b = -2rLx
// c = r^2 - Lz^2
f32
a
=
Lxz
;
f32
b
=
-
2.0f
*
r
*
eyeSpacePos
.
x
;
f32
c
=
rsq
-
Maths
::
Sqr
(
eyeSpacePos
.
z
);
f32
D
=
b
*
b
-
4.0f
*
a
*
c
;
// two roots?
if
(
D
>
0
)
{
f32
sqrootD
=
Maths
::
Sqrt
(
D
);
// solve the quadratic to get the components of the normal
f32
Nx0
=
(
-
b
+
sqrootD
)
/
(
2
*
a
);
f32
Nx1
=
(
-
b
-
sqrootD
)
/
(
2
*
a
);
// Derive Z from this
f32
Nz0
=
(
r
-
Nx0
*
eyeSpacePos
.
x
)
/
eyeSpacePos
.
z
;
f32
Nz1
=
(
r
-
Nx1
*
eyeSpacePos
.
x
)
/
eyeSpacePos
.
z
;
// Get the point of tangency
// Only consider points of tangency in front of the camera
f32
Pz0
=
(
Lxz
-
rsq
)
/
(
eyeSpacePos
.
z
-
((
Nz0
/
Nx0
)
*
eyeSpacePos
.
x
));
if
(
Pz0
<
0
)
{
// Project point onto near plane in worldspace
f32
nearx0
=
(
Nz0
*
mNearDist
)
/
Nx0
;
// now we need to map this to viewport coords
// use projection matrix since that will take into account all factors
Vector3
relx0
=
projMatrix
*
Vector3
(
nearx0
,
0
,
-
mNearDist
);
// find out whether this is a left side or right side
f32
Px0
=
-
(
Pz0
*
Nz0
)
/
Nx0
;
if
(
Px0
>
eyeSpacePos
.
x
)
{
*
right
=
std
::
min
(
*
right
,
relx0
.
x
);
}
else
{
*
left
=
std
::
max
(
*
left
,
relx0
.
x
);
}
}
f32
Pz1
=
(
Lxz
-
rsq
)
/
(
eyeSpacePos
.
z
-
((
Nz1
/
Nx1
)
*
eyeSpacePos
.
x
));
if
(
Pz1
<
0
)
{
// Project point onto near plane in worldspace
f32
nearx1
=
(
Nz1
*
mNearDist
)
/
Nx1
;
// now we need to map this to viewport coords
// use projection matrix since that will take into account all factors
Vector3
relx1
=
projMatrix
*
Vector3
(
nearx1
,
0
,
-
mNearDist
);
// find out whether this is a left side or right side
f32
Px1
=
-
(
Pz1
*
Nz1
)
/
Nx1
;
if
(
Px1
>
eyeSpacePos
.
x
)
{
*
right
=
std
::
min
(
*
right
,
relx1
.
x
);
}
else
{
*
left
=
std
::
max
(
*
left
,
relx1
.
x
);
}
}
}
// Now YZ
// calculate quadratic discriminant: b*b - 4ac
// x = Ny
// a = Ly^2 + Lz^2
// b = -2rLy
// c = r^2 - Lz^2
a
=
Lyz
;
b
=
-
2.0f
*
r
*
eyeSpacePos
.
y
;
c
=
rsq
-
Maths
::
Sqr
(
eyeSpacePos
.
z
);
D
=
b
*
b
-
4.0f
*
a
*
c
;
// two roots?
if
(
D
>
0
)
{
f32
sqrootD
=
Maths
::
Sqrt
(
D
);
// solve the quadratic to get the components of the normal
f32
Ny0
=
(
-
b
+
sqrootD
)
/
(
2
*
a
);
f32
Ny1
=
(
-
b
-
sqrootD
)
/
(
2
*
a
);
// Derive Z from this
f32
Nz0
=
(
r
-
Ny0
*
eyeSpacePos
.
y
)
/
eyeSpacePos
.
z
;
f32
Nz1
=
(
r
-
Ny1
*
eyeSpacePos
.
y
)
/
eyeSpacePos
.
z
;
// Get the point of tangency
// Only consider points of tangency in front of the camera
f32
Pz0
=
(
Lyz
-
rsq
)
/
(
eyeSpacePos
.
z
-
((
Nz0
/
Ny0
)
*
eyeSpacePos
.
y
));
if
(
Pz0
<
0
)
{
// Project point onto near plane in worldspace
f32
neary0
=
(
Nz0
*
mNearDist
)
/
Ny0
;
// now we need to map this to viewport coords
// use projection matriy since that will take into account all factors
Vector3
rely0
=
projMatrix
*
Vector3
(
0
,
neary0
,
-
mNearDist
);
// find out whether this is a top side or bottom side
f32
Py0
=
-
(
Pz0
*
Nz0
)
/
Ny0
;
if
(
Py0
>
eyeSpacePos
.
y
)
{
*
top
=
std
::
min
(
*
top
,
rely0
.
y
);
}
else
{
*
bottom
=
std
::
max
(
*
bottom
,
rely0
.
y
);
}
}
f32
Pz1
=
(
Lyz
-
rsq
)
/
(
eyeSpacePos
.
z
-
((
Nz1
/
Ny1
)
*
eyeSpacePos
.
y
));
if
(
Pz1
<
0
)
{
// Project point onto near plane in worldspace
f32
neary1
=
(
Nz1
*
mNearDist
)
/
Ny1
;
// now we need to map this to viewport coords
// use projection matriy since that will take into account all factors
Vector3
rely1
=
projMatrix
*
Vector3
(
0
,
neary1
,
-
mNearDist
);
// find out whether this is a top side or bottom side
f32
Py1
=
-
(
Pz1
*
Nz1
)
/
Ny1
;
if
(
Py1
>
eyeSpacePos
.
y
)
{
*
top
=
std
::
min
(
*
top
,
rely1
.
y
);
}
else
{
*
bottom
=
std
::
max
(
*
bottom
,
rely1
.
y
);
}
}
}
}
return
(
*
left
!=
-
1.0f
)
||
(
*
top
!=
1.0f
)
||
(
*
right
!=
1.0f
)
||
(
*
bottom
!=
-
1.0f
);
}
void
Frustum
::
EnableCustomNearClipPlane
(
const
Plane
&
plane
)
{
mObliqueDepthProjection
=
true
;
// mLinkedObliqueProjPlane = 0;
mObliqueProjPlane
=
plane
;
InvalidateFrustum
();
}
//---------------------------------------------------------------------
void
Frustum
::
DisableCustomNearClipPlane
(
void
)
{
mObliqueDepthProjection
=
false
;
// mLinkedObliqueProjPlane = 0;
InvalidateFrustum
();
}
//---------------------------------------------------------------------
void
Frustum
::
SetCustomViewMatrix
(
bool
enable
,
const
Matrix4
&
viewMatrix
)
{
mCustomViewMatrix
=
enable
;
if
(
enable
)
{
assert
(
viewMatrix
.
isAffine
());
mViewMatrix
=
viewMatrix
;
}
InvalidateView
();
}
//---------------------------------------------------------------------
void
Frustum
::
SetCustomProjectionMatrix
(
bool
enable
,
const
Matrix4
&
projMatrix
)
{
mCustomProjMatrix
=
enable
;
if
(
enable
)
{
mProjMatrix
=
projMatrix
;
}
InvalidateFrustum
();
}
//---------------------------------------------------------------------
void
Frustum
::
SetOrthoWindow
(
f32
w
,
f32
h
)
{
mOrthoHeight
=
h
;
mAspect
=
w
/
h
;
InvalidateFrustum
();
}
//---------------------------------------------------------------------
void
Frustum
::
SetOrthoWindowHeight
(
f32
h
)
{
mOrthoHeight
=
h
;
InvalidateFrustum
();
}
//---------------------------------------------------------------------
void
Frustum
::
SetOrthoWindowWidth
(
f32
w
)
{
mOrthoHeight
=
w
/
mAspect
;
InvalidateFrustum
();
}
//---------------------------------------------------------------------
f32
Frustum
::
GetOrthoWindowHeight
()
const
{
return
mOrthoHeight
;
}
//---------------------------------------------------------------------
f32
Frustum
::
GetOrthoWindowWidth
()
const
{
return
mOrthoHeight
*
mAspect
;
}
void
Frustum
::
SetFrustumExtents
(
f32
left
,
f32
right
,
f32
top
,
f32
bottom
)
{
mFrustumExtentsManuallySet
=
true
;
mLeft
=
left
;
mRight
=
right
;
mTop
=
top
;
mBottom
=
bottom
;
InvalidateFrustum
();
}
void
Frustum
::
ResetFrustumExtents
()
{
mFrustumExtentsManuallySet
=
false
;
InvalidateFrustum
();
}
//---------------------------------------------------------------------
void
Frustum
::
GetFrustumExtents
(
f32
&
outleft
,
f32
&
outright
,
f32
&
outtop
,
f32
&
outbottom
)
const
{
UpdateFrustum
();
outleft
=
mLeft
;
outright
=
mRight
;
outtop
=
mTop
;
outbottom
=
mBottom
;
}
void
Frustum
::
SetOrientationMode
(
OrientationMode
orientationMode
)
{
mOrientationMode
=
orientationMode
;
InvalidateFrustum
();
}
//---------------------------------------------------------------------
OrientationMode
Frustum
::
GetOrientationMode
()
const
{
return
mOrientationMode
;
}
}
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