#include #include #include "Frustum.h" void FRUSTUM:: GetFrustum() { float projmatrix[16]; float mvmatrix[16]; float clip[16]; float t; glGetFloatv(GL_PROJECTION_MATRIX, projmatrix); glGetFloatv(GL_MODELVIEW_MATRIX, mvmatrix); // Combine the matrices clip[0] = mvmatrix[0] * projmatrix[0] + mvmatrix[1] * projmatrix[4] + mvmatrix[2] * projmatrix[8] + mvmatrix[3] * projmatrix[12]; clip[1] = mvmatrix[0] * projmatrix[1] + mvmatrix[1] * projmatrix[5] + mvmatrix[2] * projmatrix[9] + mvmatrix[3] * projmatrix[13]; clip[2] = mvmatrix[0] * projmatrix[2] + mvmatrix[1] * projmatrix[6] + mvmatrix[2] * projmatrix[10] + mvmatrix[3] * projmatrix[14]; clip[3] = mvmatrix[0] * projmatrix[3] + mvmatrix[1] * projmatrix[7] + mvmatrix[2] * projmatrix[11] + mvmatrix[3] * projmatrix[15]; clip[4] = mvmatrix[4] * projmatrix[0] + mvmatrix[5] * projmatrix[4] + mvmatrix[6] * projmatrix[8] + mvmatrix[7] * projmatrix[12]; clip[5] = mvmatrix[4] * projmatrix[1] + mvmatrix[5] * projmatrix[5] + mvmatrix[6] * projmatrix[9] + mvmatrix[7] * projmatrix[13]; clip[6] = mvmatrix[4] * projmatrix[2] + mvmatrix[5] * projmatrix[6] + mvmatrix[6] * projmatrix[10] + mvmatrix[7] * projmatrix[14]; clip[7] = mvmatrix[4] * projmatrix[3] + mvmatrix[5] * projmatrix[7] + mvmatrix[6] * projmatrix[11] + mvmatrix[7] * projmatrix[15]; clip[8] = mvmatrix[8] * projmatrix[0] + mvmatrix[9] * projmatrix[4] + mvmatrix[10] * projmatrix[8] + mvmatrix[11] * projmatrix[12]; clip[9] = mvmatrix[8] * projmatrix[1] + mvmatrix[9] * projmatrix[5] + mvmatrix[10] * projmatrix[9] + mvmatrix[11] * projmatrix[13]; clip[10] = mvmatrix[8] * projmatrix[2] + mvmatrix[9] * projmatrix[6] + mvmatrix[10] * projmatrix[10] + mvmatrix[11] * projmatrix[14]; clip[11] = mvmatrix[8] * projmatrix[3] + mvmatrix[9] * projmatrix[7] + mvmatrix[10] * projmatrix[11] + mvmatrix[11] * projmatrix[15]; clip[12] = mvmatrix[12] * projmatrix[0] + mvmatrix[13] * projmatrix[4] + mvmatrix[14] * projmatrix[8] + mvmatrix[15] * projmatrix[12]; clip[13] = mvmatrix[12] * projmatrix[1] + mvmatrix[13] * projmatrix[5] + mvmatrix[14] * projmatrix[9] + mvmatrix[15] * projmatrix[13]; clip[14] = mvmatrix[12] * projmatrix[2] + mvmatrix[13] * projmatrix[6] + mvmatrix[14] * projmatrix[10] + mvmatrix[15] * projmatrix[14]; clip[15] = mvmatrix[12] * projmatrix[3] + mvmatrix[13] * projmatrix[7] + mvmatrix[14] * projmatrix[11] + mvmatrix[15] * projmatrix[15]; // Right plane frustum[0][0] = clip[3] - clip[0]; frustum[0][1] = clip[7] - clip[4]; frustum[0][2] = clip[11] - clip[8]; frustum[0][3] = clip[15] - clip[12]; // Left plane frustum[1][0] = clip[3] + clip[0]; frustum[1][1] = clip[7] + clip[4]; frustum[1][2] = clip[11] + clip[8]; frustum[1][3] = clip[15] + clip[12]; // Bottom plane frustum[2][0] = clip[3] + clip[1]; frustum[2][1] = clip[7] + clip[5]; frustum[2][2] = clip[11] + clip[9]; frustum[2][3] = clip[15] + clip[13]; // Top plane frustum[3][0] = clip[3] - clip[1]; frustum[3][1] = clip[7] - clip[5]; frustum[3][2] = clip[11] - clip[9]; frustum[3][3] = clip[15] - clip[13]; // Far plane frustum[4][0] = clip[3] - clip[2]; frustum[4][1] = clip[7] - clip[6]; frustum[4][2] = clip[11] - clip[10]; frustum[4][3] = clip[15] - clip[14]; // Near plane frustum[5][0] = clip[3] + clip[2]; frustum[5][1] = clip[7] + clip[6]; frustum[5][2] = clip[11] + clip[10]; frustum[5][3] = clip[15] + clip[14]; /* normalize the right plane */ t = sqrtf(frustum[0][0]*frustum[0][0] + frustum[0][1]*frustum[0][1] + frustum[0][2]*frustum[0][2]); frustum[0][0] /= t; frustum[0][1] /= t; frustum[0][2] /= t; frustum[0][3] /= t; /* calculate left plane */ frustum[1][0] = clip[ 3] + clip[ 0]; frustum[1][1] = clip[ 7] + clip[ 4]; frustum[1][2] = clip[11] + clip[ 8]; frustum[1][3] = clip[15] + clip[12]; /* normalize the left plane */ t = sqrtf(frustum[1][0]*frustum[1][0] + frustum[1][1]*frustum[1][1] + frustum[1][2]*frustum[1][2]); frustum[1][0] /= t; frustum[1][1] /= t; frustum[1][2] /= t; frustum[1][3] /= t; /* calculate the bottom plane */ frustum[2][0] = clip[ 3] + clip[ 1]; frustum[2][1] = clip[ 7] + clip[ 5]; frustum[2][2] = clip[11] + clip[ 9]; frustum[2][3] = clip[15] + clip[13]; /* normalize the bottom plane */ t = sqrtf(frustum[2][0]*frustum[2][0] + frustum[2][1]*frustum[2][1] + frustum[2][2]*frustum[2][2]); frustum[2][0] /= t; frustum[2][1] /= t; frustum[2][2] /= t; frustum[2][3] /= t; /* calculate the top plane */ frustum[3][0] = clip[ 3] - clip[ 1]; frustum[3][1] = clip[ 7] - clip[ 5]; frustum[3][2] = clip[11] - clip[ 9]; frustum[3][3] = clip[15] - clip[13]; /* normalize the top plane */ t = sqrtf(frustum[3][0]*frustum[3][0] + frustum[3][1]*frustum[3][1] + frustum[3][2]*frustum[3][2]); frustum[3][0] /= t; frustum[3][1] /= t; frustum[3][2] /= t; frustum[3][3] /= t; /* calculate the far plane */ frustum[4][0] = clip[ 3] - clip[ 2]; frustum[4][1] = clip[ 7] - clip[ 6]; frustum[4][2] = clip[11] - clip[10]; frustum[4][3] = clip[15] - clip[14]; /* normalize the far plane */ t = sqrtf(frustum[4][0]*frustum[4][0] + frustum[4][1]*frustum[4][1] + frustum[4][2]*frustum[4][2]); frustum[4][0] /= t; frustum[4][1] /= t; frustum[4][2] /= t; frustum[4][3] /= t; /* calculate the near plane */ frustum[5][0] = clip[ 3] + clip[ 2]; frustum[5][1] = clip[ 7] + clip[ 6]; frustum[5][2] = clip[11] + clip[10]; frustum[5][3] = clip[15] + clip[14]; /* normalize the near plane */ t = sqrtf(frustum[5][0]*frustum[5][0] + frustum[5][1]*frustum[5][1] + frustum[5][2]*frustum[5][2]); frustum[5][0] /= t; frustum[5][1] /= t; frustum[5][2] /= t; frustum[5][3] /= t; } int FRUSTUM:: CubeInFrustum(float x, float y, float z, float size) { int c, c2; c2 = 0; for(int i=0; i<6; i++) { c=0; if(frustum[i][0] * (x-size) + frustum[i][1] * (y-size) + frustum[i][2] * (z-size) + frustum[i][3] > 0) c++; if(frustum[i][0] * (x+size) + frustum[i][1] * (y-size) + frustum[i][2] * (z-size) + frustum[i][3] > 0) c++; if(frustum[i][0] * (x-size) + frustum[i][1] * (y+size) + frustum[i][2] * (z-size) + frustum[i][3] > 0) c++; if(frustum[i][0] * (x+size) + frustum[i][1] * (y+size) + frustum[i][2] * (z-size) + frustum[i][3] > 0) c++; if(frustum[i][0] * (x-size) + frustum[i][1] * (y-size) + frustum[i][2] * (z+size) + frustum[i][3] > 0) c++; if(frustum[i][0] * (x+size) + frustum[i][1] * (y-size) + frustum[i][2] * (z+size) + frustum[i][3] > 0) c++; if(frustum[i][0] * (x-size) + frustum[i][1] * (y+size) + frustum[i][2] * (z+size) + frustum[i][3] > 0) c++; if(frustum[i][0] * (x+size) + frustum[i][1] * (y+size) + frustum[i][2] * (z+size) + frustum[i][3] > 0) c++; if(c==0) return 0; if(c==8) c2++; } if(c2>=6) return 2; else return 1; } int FRUSTUM:: CubeInFrustum(float x, float y, float z, float size, float height) { int c, c2; c2 = 0; for(int i=0; i<6; i++) { c=0; if(frustum[i][0] * (x-size) + frustum[i][1] * (y-height) + frustum[i][2] * (z-size) + frustum[i][3] > 0) c++; if(frustum[i][0] * (x+size) + frustum[i][1] * (y-height) + frustum[i][2] * (z-size) + frustum[i][3] > 0) c++; if(frustum[i][0] * (x-size) + frustum[i][1] * (y+height) + frustum[i][2] * (z-size) + frustum[i][3] > 0) c++; if(frustum[i][0] * (x+size) + frustum[i][1] * (y+height) + frustum[i][2] * (z-size) + frustum[i][3] > 0) c++; if(frustum[i][0] * (x-size) + frustum[i][1] * (y-height) + frustum[i][2] * (z+size) + frustum[i][3] > 0) c++; if(frustum[i][0] * (x+size) + frustum[i][1] * (y-height) + frustum[i][2] * (z+size) + frustum[i][3] > 0) c++; if(frustum[i][0] * (x-size) + frustum[i][1] * (y+height) + frustum[i][2] * (z+size) + frustum[i][3] > 0) c++; if(frustum[i][0] * (x+size) + frustum[i][1] * (y+height) + frustum[i][2] * (z+size) + frustum[i][3] > 0) c++; if(c==0) return 0; if(c==8) c2++; } if(c2>=6) return 2; else return 1; } int FRUSTUM:: SphereInFrustum(float x, float y, float z, float radius) { int c2; c2 = 0; for(int i=0; i<6; i++) { if(frustum[i][0] * x + frustum[i][1] * y + frustum[i][2] * z + frustum[i][3] > -1*radius) c2++; else return 0; } if(c2>=6) return 2; else return 1; }