📄 viewcone.h
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/*******************************************************************
* Advanced 3D Game Programming using DirectX 8.0
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* Title: ViewCone.h
* Desc: code to handle n-sided viewing cones
* (for portal rendering)
* copyright (c) 2001 by Peter A Walsh and Adrian Perez
* See license.txt for modification and distribution information
******************************************************************/
#ifndef _FRUSTUM_H
#define _FRUSTUM_H
#include "..\math3d\point3.h"
#include "..\math3d\plane3.h"
#define MAX_PLANES 32
class cViewCone
{
plane3 m_planes[MAX_PLANES];
int m_nPlanes;
point3 m_camLoc;
/**
* We need this functionality twice, encapsulate it
*/
void GenFromPoly( const point3& camLoc, const polygon< point3 >& in );
public:
/**
* Default constructor/destructor
*/
cViewCone();
/**
* Construct a frustum from an inputted polygon. The polygon
* is assumed to wind clockwise from the point of view of the
* camera
*/
cViewCone( const point3& camLoc, const polygon< point3 >& in );
/**
* Construct a frustum from the viewport data. uses the
* data to construct a cameraspace polygon,
* back-transforms it to worldspace, then constructs a
* frustum out of it.
*/
cViewCone( float fov, int width, int height, matrix4& viewMat );
/**
* Clip a polygon to the frustum.
* true if there was anything left
*/
bool Clip(
const polygon<point3>& in,
polygon<point3>* out );
/**
* Get the center point of a frustum
* this is needed when we create frustums
* from other frustums
*/
const point3& GetLoc()
{
return m_camLoc;
}
};
#endif // _FRUSTUM_H
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