⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 frustum.cpp

📁 rcssserver3d Robocup 3D比赛官方指定平台
💻 CPP
字号:
/* -*- mode: c++ -*-      this file is part of rcssserver3D   Fri May 9 2003   Copyright (C) 2003 Koblenz University   $Id: frustum.cpp,v 1.3 2003/09/10 05:54:53 tomhoward Exp $   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; version 2 of the License.     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., 675 Mass Ave, Cambridge, MA 02139, USA.*/#include "frustum.h"#include "matrix.h"#include <cstdio>using namespace salt;void Frustum::Dump() const{	printf("Frustum %p:\n", this);	for(int i=0; i<6; ++i)	{		printf("  %d: %f %f %f %f\n", i, mPlanes[i].normal.x(), mPlanes[i].normal.y(), mPlanes[i].normal.z(), mPlanes[i].d);	}}void Frustum::Set(const Matrix& worldTransform, float fov, float zNear, float zFar, float aspect){	Matrix viewTransform = worldTransform;	viewTransform.InvertRotationMatrix();	float halfWorldWidth	= zNear * (float)tan(gDegToRad(fov*0.5f));	float halfWorldHeight	= halfWorldWidth * (aspect);		Matrix projectionTransform;		projectionTransform.Identity();	projectionTransform(0,0) = zNear/halfWorldWidth;	projectionTransform(1,1) = zNear/halfWorldHeight;	projectionTransform(2,2) = -(zFar+zNear)/(zFar-zNear);	projectionTransform(2,3) = -(2.0f*zFar*zNear)/(zFar-zNear);	projectionTransform(3,2) = -1;	projectionTransform(3,3) = 0;		// concatenate projection and view transform	Matrix frustumMatrix = projectionTransform * viewTransform;	// Get plane parameters    float *m= frustumMatrix.m;       Plane *p = &mPlanes[Frustum::PI_RIGHT];	p->normal.Set(m[3]-m[0], m[7]-m[4], m[11]-m[8]);	p->d = m[15]-m[12];		p = &mPlanes[Frustum::PI_LEFT];	p->normal.Set(m[3]+m[0], m[7]+m[4], m[11]+m[8]);	p->d = m[15]+m[12];	p = &mPlanes[Frustum::PI_BOTTOM];	p->normal.Set(m[3]+m[1], m[7]+m[5], m[11]+m[9]);	p->d = m[15]+m[13];	p = &mPlanes[Frustum::PI_TOP];	p->normal.Set(m[3]-m[1], m[7]-m[5], m[11]-m[9]);	p->d = m[15]-m[13];	p = &mPlanes[Frustum::PI_NEAR];	p->normal.Set(m[3]-m[2], m[7]-m[6], m[11]-m[10]);	p->d = m[15]-m[14];	p = &mPlanes[Frustum::PI_FAR];	p->normal.Set(m[3]+m[2], m[7]+m[6], m[11]+m[10]);	p->d = m[15]+m[14];	// Normalize all plane normals	for(int i=0;i<6;++i)	{		mPlanes[i].Normalize();	}}Frustum::eFrustumSide Frustum::Intersects(const AABB3& bb) const{	bool split = false;	for(int i=0; i<6; ++i)	{		EPlaneSide result = mPlanes[i].ClassifyBox(bb);		if(result == PLANESIDE_SPLIT) split = true;		if(result == PLANESIDE_BACK) return FS_OUTSIDE;	}	if(split)		return FS_SPLIT;	else		return FS_INSIDE;}

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -