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📄 frustum.cpp

📁 一个室内场景漫游程序
💻 CPP
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#include "Frustum.h"

#define FIRST_OBJECT_ID  3								

enum FrustumSide
{
	RIGHT	= 0,		// 右平面
	LEFT	= 1,		// 左平面
	BOTTOM	= 2,		// 底平面
	TOP		= 3,		// 顶平面
	BACK	= 4,		// 后平面
	FRONT	= 5			// 前平面
}; 

enum PlaneData
{
	A = 0,				//(A,B,C)分别为平面法向量
	B = 1,				
	C = 2,				
	D = 3				
};

void NormalizePlane(float frustum[6][4], int side)
{
	float magnitude = (float)sqrt( frustum[side][A] * frustum[side][A] + 
								   frustum[side][B] * frustum[side][B] + 
								   frustum[side][C] * frustum[side][C] );

	frustum[side][A] /= magnitude;
	frustum[side][B] /= magnitude;
	frustum[side][C] /= magnitude;
	frustum[side][D] /= magnitude; 
}

/** 从模型矩阵和投影矩阵计算平头体 */
void CFrustum::CalculateFrustum()
{    
	float   proj[16];								
	float   modl[16];								
	float   clip[16];							

	/** 获得当前模型矩阵和投影矩阵 */
	glGetFloatv( GL_PROJECTION_MATRIX, proj );

	glGetFloatv( GL_MODELVIEW_MATRIX, modl );

	
	clip[ 0] = modl[ 0] * proj[ 0] + modl[ 1] * proj[ 4] + modl[ 2] * proj[ 8] + modl[ 3] * proj[12];
	clip[ 1] = modl[ 0] * proj[ 1] + modl[ 1] * proj[ 5] + modl[ 2] * proj[ 9] + modl[ 3] * proj[13];
	clip[ 2] = modl[ 0] * proj[ 2] + modl[ 1] * proj[ 6] + modl[ 2] * proj[10] + modl[ 3] * proj[14];
	clip[ 3] = modl[ 0] * proj[ 3] + modl[ 1] * proj[ 7] + modl[ 2] * proj[11] + modl[ 3] * proj[15];

	clip[ 4] = modl[ 4] * proj[ 0] + modl[ 5] * proj[ 4] + modl[ 6] * proj[ 8] + modl[ 7] * proj[12];
	clip[ 5] = modl[ 4] * proj[ 1] + modl[ 5] * proj[ 5] + modl[ 6] * proj[ 9] + modl[ 7] * proj[13];
	clip[ 6] = modl[ 4] * proj[ 2] + modl[ 5] * proj[ 6] + modl[ 6] * proj[10] + modl[ 7] * proj[14];
	clip[ 7] = modl[ 4] * proj[ 3] + modl[ 5] * proj[ 7] + modl[ 6] * proj[11] + modl[ 7] * proj[15];

	clip[ 8] = modl[ 8] * proj[ 0] + modl[ 9] * proj[ 4] + modl[10] * proj[ 8] + modl[11] * proj[12];
	clip[ 9] = modl[ 8] * proj[ 1] + modl[ 9] * proj[ 5] + modl[10] * proj[ 9] + modl[11] * proj[13];
	clip[10] = modl[ 8] * proj[ 2] + modl[ 9] * proj[ 6] + modl[10] * proj[10] + modl[11] * proj[14];
	clip[11] = modl[ 8] * proj[ 3] + modl[ 9] * proj[ 7] + modl[10] * proj[11] + modl[11] * proj[15];

	clip[12] = modl[12] * proj[ 0] + modl[13] * proj[ 4] + modl[14] * proj[ 8] + modl[15] * proj[12];
	clip[13] = modl[12] * proj[ 1] + modl[13] * proj[ 5] + modl[14] * proj[ 9] + modl[15] * proj[13];
	clip[14] = modl[12] * proj[ 2] + modl[13] * proj[ 6] + modl[14] * proj[10] + modl[15] * proj[14];
	clip[15] = modl[12] * proj[ 3] + modl[13] * proj[ 7] + modl[14] * proj[11] + modl[15] * proj[15];
	
	
	m_Frustum[RIGHT][A] = clip[ 3] - clip[ 0];
	m_Frustum[RIGHT][B] = clip[ 7] - clip[ 4];
	m_Frustum[RIGHT][C] = clip[11] - clip[ 8];
	m_Frustum[RIGHT][D] = clip[15] - clip[12];

	NormalizePlane(m_Frustum, RIGHT);

	/** 左平面 */
	m_Frustum[LEFT][A] = clip[ 3] + clip[ 0];
	m_Frustum[LEFT][B] = clip[ 7] + clip[ 4];
	m_Frustum[LEFT][C] = clip[11] + clip[ 8];
	m_Frustum[LEFT][D] = clip[15] + clip[12];

	
	NormalizePlane(m_Frustum, LEFT);

	/** 底平面 */
	m_Frustum[BOTTOM][A] = clip[ 3] + clip[ 1];
	m_Frustum[BOTTOM][B] = clip[ 7] + clip[ 5];
	m_Frustum[BOTTOM][C] = clip[11] + clip[ 9];
	m_Frustum[BOTTOM][D] = clip[15] + clip[13];

	NormalizePlane(m_Frustum, BOTTOM);

	/** 顶平面 */
	m_Frustum[TOP][A] = clip[ 3] - clip[ 1];
	m_Frustum[TOP][B] = clip[ 7] - clip[ 5];
	m_Frustum[TOP][C] = clip[11] - clip[ 9];
	m_Frustum[TOP][D] = clip[15] - clip[13];

	NormalizePlane(m_Frustum, TOP);

   /** 后平面 */
	m_Frustum[BACK][A] = clip[ 3] - clip[ 2];
	m_Frustum[BACK][B] = clip[ 7] - clip[ 6];
	m_Frustum[BACK][C] = clip[11] - clip[10];
	m_Frustum[BACK][D] = clip[15] - clip[14];

	NormalizePlane(m_Frustum, BACK);

	/** 前平面 */
	m_Frustum[FRONT][A] = clip[ 3] + clip[ 2];
	m_Frustum[FRONT][B] = clip[ 7] + clip[ 6];
	m_Frustum[FRONT][C] = clip[11] + clip[10];
	m_Frustum[FRONT][D] = clip[15] + clip[14];

	NormalizePlane(m_Frustum, FRONT);
}

bool CFrustum::PointInFrustum( float x, float y, float z )
{
	
	for(int i = 0; i < 6; i++ )
	{
		if(m_Frustum[i][A] * x + m_Frustum[i][B] * y + m_Frustum[i][C] * z + m_Frustum[i][D] <= 0)
		{
			return false;
		}
	}

	return true;
}



bool CFrustum::SphereInFrustum( float x, float y, float z, float radius )
{
	for(int i = 0; i < 6; i++ )	
	{
		if( m_Frustum[i][A] * x + m_Frustum[i][B] * y + m_Frustum[i][C] * z + m_Frustum[i][D] <= -radius )
		{
			return false;
		}
	}
	
	return true;
}


bool CFrustum::CubeInFrustum( float x, float y, float z, float size )
{
	
	for(int i = 0; i < 6; i++ )
	{
		if(m_Frustum[i][A] * (x - size) + m_Frustum[i][B] * (y - size) + m_Frustum[i][C] * (z - size) + m_Frustum[i][D] > 0)
		   continue;
		if(m_Frustum[i][A] * (x + size) + m_Frustum[i][B] * (y - size) + m_Frustum[i][C] * (z - size) + m_Frustum[i][D] > 0)
		   continue;
		if(m_Frustum[i][A] * (x - size) + m_Frustum[i][B] * (y + size) + m_Frustum[i][C] * (z - size) + m_Frustum[i][D] > 0)
		   continue;
		if(m_Frustum[i][A] * (x + size) + m_Frustum[i][B] * (y + size) + m_Frustum[i][C] * (z - size) + m_Frustum[i][D] > 0)
		   continue;
		if(m_Frustum[i][A] * (x - size) + m_Frustum[i][B] * (y - size) + m_Frustum[i][C] * (z + size) + m_Frustum[i][D] > 0)
		   continue;
		if(m_Frustum[i][A] * (x + size) + m_Frustum[i][B] * (y - size) + m_Frustum[i][C] * (z + size) + m_Frustum[i][D] > 0)
		   continue;
		if(m_Frustum[i][A] * (x - size) + m_Frustum[i][B] * (y + size) + m_Frustum[i][C] * (z + size) + m_Frustum[i][D] > 0)
		   continue;
		if(m_Frustum[i][A] * (x + size) + m_Frustum[i][B] * (y + size) + m_Frustum[i][C] * (z + size) + m_Frustum[i][D] > 0)
		   continue;

		return false;
	}

	return true;
}


bool CFrustum::BoxInFrustum( float x, float y, float z, float x2, float y2, float z2)
{
	for(int i = 0; i < 6; i++ )
	{
		if(m_Frustum[i][A] * x  + m_Frustum[i][B] * y  + m_Frustum[i][C] * z  + m_Frustum[i][D] > 0)  continue;
		if(m_Frustum[i][A] * x2 + m_Frustum[i][B] * y  + m_Frustum[i][C] * z  + m_Frustum[i][D] > 0)  continue;
		if(m_Frustum[i][A] * x  + m_Frustum[i][B] * y2 + m_Frustum[i][C] * z  + m_Frustum[i][D] > 0)  continue;
		if(m_Frustum[i][A] * x2 + m_Frustum[i][B] * y2 + m_Frustum[i][C] * z  + m_Frustum[i][D] > 0)  continue;
		if(m_Frustum[i][A] * x  + m_Frustum[i][B] * y  + m_Frustum[i][C] * z2 + m_Frustum[i][D] > 0)  continue;
		if(m_Frustum[i][A] * x2 + m_Frustum[i][B] * y  + m_Frustum[i][C] * z2 + m_Frustum[i][D] > 0)  continue;
		if(m_Frustum[i][A] * x  + m_Frustum[i][B] * y2 + m_Frustum[i][C] * z2 + m_Frustum[i][D] > 0)  continue;
		if(m_Frustum[i][A] * x2 + m_Frustum[i][B] * y2 + m_Frustum[i][C] * z2 + m_Frustum[i][D] > 0)  continue;

		return false;
	}

	return true;
}


void CDebug::RenderDebugLines()				
{
    glDisable(GL_TEXTURE_2D);

	glBegin(GL_LINES);						

		glColor3ub(255, 255, 0);			

		for(unsigned int i = 0; i < m_vLines.size(); i++)
		{
			glVertex3f(m_vLines[i].x, m_vLines[i].y, m_vLines[i].z);
		}	

	glEnd();				
}


void CDebug::AddDebugLine(CVector3 vPoint1, CVector3 vPoint2)
{
	m_vLines.push_back(vPoint1);
	m_vLines.push_back(vPoint2);
}


void CDebug::AddDebugBox(CVector3 vCenter, float width, float height, float depth)
{
	width /= 2.0f;	height /= 2.0f;	depth /= 2.0f;

	CVector3 vTopLeftFront( vCenter.x - width, vCenter.y + height, vCenter.z + depth);
	CVector3 vTopLeftBack(  vCenter.x - width, vCenter.y + height, vCenter.z - depth);
	CVector3 vTopRightBack( vCenter.x + width, vCenter.y + height, vCenter.z - depth);
	CVector3 vTopRightFront(vCenter.x + width, vCenter.y + height, vCenter.z + depth);

	CVector3 vBottom_LeftFront( vCenter.x - width, vCenter.y - height, vCenter.z + depth);
	CVector3 vBottom_LeftBack(  vCenter.x - width, vCenter.y - height, vCenter.z - depth);
	CVector3 vBottomRightBack( vCenter.x + width, vCenter.y - height, vCenter.z - depth);
	CVector3 vBottomRightFront(vCenter.x + width, vCenter.y - height, vCenter.z + depth);

	m_vLines.push_back(vTopLeftFront);		m_vLines.push_back(vTopRightFront);

	m_vLines.push_back(vTopLeftBack);  		m_vLines.push_back(vTopRightBack);

	m_vLines.push_back(vTopLeftFront);		m_vLines.push_back(vTopLeftBack);

	m_vLines.push_back(vTopRightFront);		m_vLines.push_back(vTopRightBack);

	m_vLines.push_back(vBottom_LeftFront);	m_vLines.push_back(vBottomRightFront);

	m_vLines.push_back(vBottom_LeftBack);	m_vLines.push_back(vBottomRightBack);

	
	m_vLines.push_back(vBottom_LeftFront);	m_vLines.push_back(vBottom_LeftBack);

	
	m_vLines.push_back(vBottomRightFront);	m_vLines.push_back(vBottomRightBack);

	m_vLines.push_back(vTopLeftFront);		m_vLines.push_back(vBottom_LeftFront);

	
	m_vLines.push_back(vTopLeftBack);		m_vLines.push_back(vBottom_LeftBack);


	m_vLines.push_back(vTopRightBack);		m_vLines.push_back(vBottomRightBack);

	m_vLines.push_back(vTopRightFront);		m_vLines.push_back(vBottomRightFront);
}

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