mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-18 03:09:18 +02:00
camera frustum
This commit is contained in:
14
Camera.cpp
14
Camera.cpp
@@ -169,3 +169,17 @@ void TCamera::Stop()
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Type = tp_Follow;
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Velocity = vector3(0, 0, 0);
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};
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// returns true if specified object is within camera frustum, false otherwise
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bool
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TCamera::IsVisible( TDynamicObject const *Dynamic ) const {
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// sphere test is faster than AABB, so we'll use it here
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float3 diagonal(
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Dynamic->MoverParameters->Dim.L,
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Dynamic->MoverParameters->Dim.H,
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Dynamic->MoverParameters->Dim.W );
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float const radius = static_cast<float>(diagonal.Length()) * 0.5f;
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return ( m_frustum.sphere_inside( Dynamic->GetPosition(), radius ) > 0.0f );
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}
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10
Camera.h
10
Camera.h
@@ -11,6 +11,9 @@ http://mozilla.org/MPL/2.0/.
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#define CameraH
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#include "dumb3d.h"
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#include "frustum.h"
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#include "dynobj.h"
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using namespace Math3D;
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//---------------------------------------------------------------------------
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@@ -25,6 +28,8 @@ class TCamera
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{
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private:
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vector3 pOffset; // nie używane (zerowe)
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cFrustum m_frustum;
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public: // McZapkie: potrzebuje do kiwania na boki
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double Pitch;
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double Yaw; // w środku: 0=do przodu; na zewnątrz: 0=na południe
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@@ -51,6 +56,11 @@ class TCamera
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void SetCabMatrix(vector3 &p);
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void RaLook();
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void Stop();
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inline
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void
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SetFrustum() { m_frustum.calculate(); }
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bool
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IsVisible( TDynamicObject const *Dynamic ) const;
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// bool GetMatrix(matrix4x4 &Matrix);
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vector3 PtNext, PtPrev;
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};
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@@ -3703,6 +3703,7 @@ void TDynamicObject::TurnOff()
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void TDynamicObject::Render()
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{ // rysowanie elementów nieprzezroczystych
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// youBy - sprawdzamy, czy jest sens renderowac
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/*
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double modelrotate;
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vector3 tempangle;
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// zmienne
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@@ -3713,8 +3714,7 @@ void TDynamicObject::Render()
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if (ObjSqrDist < 500) // jak jest blisko - do 70m
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modelrotate = 0.01; // mały kąt, żeby nie znikało
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else
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{ // Global::pCameraRotation to kąt bewzględny w świecie (zero - na
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// północ)
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{ // Global::pCameraRotation to kąt bewzględny w świecie (zero - na północ)
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tempangle = (vPosition - Global::pCameraPosition); // wektor od kamery
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modelrotate = ABuAcos(tempangle); // określenie kąta
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// if (modelrotate>M_PI) modelrotate-=(2*M_PI);
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@@ -3730,8 +3730,8 @@ void TDynamicObject::Render()
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if (modelrotate < maxrot)
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renderme = true;
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if (renderme)
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*/
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if (Global::pCamera->IsVisible(this))
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{
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TSubModel::iInstance = (size_t)this; //żeby nie robić cudzych animacji
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// AnsiString asLoadName="";
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2
EU07.cpp
2
EU07.cpp
@@ -93,7 +93,7 @@ void window_resize_callback(GLFWwindow *window, int w, int h)
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{
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Global::ScreenWidth = w;
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Global::ScreenHeight = h;
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Global::fDistanceFactor = h / 768.0f; // not sure if this is really something we want to use
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Global::fDistanceFactor = std::max( 0.5f, h / 768.0f ); // not sure if this is really something we want to use
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glViewport(0, 0, w, h);
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}
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@@ -495,9 +495,9 @@ void Global::ConfigParse(cParser &Parser)
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{
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Parser.getTokens();
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Parser >> token;
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Global::bUseVBO = (token == "yes");
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Parser >> Global::bUseVBO;
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// NOTE: temporary override until render paths are sorted out
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Global::bUseVBO = false;
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}
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else if (token == "feedbackmode")
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{
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21
Model3d.cpp
21
Model3d.cpp
@@ -1050,7 +1050,9 @@ void TSubModel::RaAnimation(TAnimType a)
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void TSubModel::RenderDL()
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{ // główna procedura renderowania przez DL
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if (iVisible && (fSquareDist >= fSquareMinDist) && (fSquareDist < fSquareMaxDist))
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if( ( iVisible )
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&& ( fSquareDist >= (fSquareMinDist / Global::fDistanceFactor) )
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&& ( fSquareDist <= (fSquareMaxDist * Global::fDistanceFactor) ) )
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{
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if (iFlags & 0xC000)
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{
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@@ -1147,7 +1149,9 @@ void TSubModel::RenderDL()
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void TSubModel::RenderAlphaDL()
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{ // renderowanie przezroczystych przez DL
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if (iVisible && (fSquareDist >= fSquareMinDist) && (fSquareDist < fSquareMaxDist))
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if( ( iVisible )
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&& ( fSquareDist >= (fSquareMinDist / Global::fDistanceFactor) )
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&& ( fSquareDist <= (fSquareMaxDist * Global::fDistanceFactor) ) )
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{
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if (iFlags & 0xC000)
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{
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@@ -1227,7 +1231,9 @@ void TSubModel::RenderAlphaDL()
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void TSubModel::RenderVBO()
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{ // główna procedura renderowania przez VBO
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if (iVisible && (fSquareDist >= fSquareMinDist) && (fSquareDist < fSquareMaxDist))
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if( ( iVisible )
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&& ( fSquareDist >= (fSquareMinDist / Global::fDistanceFactor) )
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&& ( fSquareDist <= (fSquareMaxDist * Global::fDistanceFactor) ) )
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{
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if (iFlags & 0xC000)
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{
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@@ -1400,7 +1406,9 @@ void TSubModel::RenderVBO()
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void TSubModel::RenderAlphaVBO()
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{ // renderowanie przezroczystych przez VBO
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if (iVisible && (fSquareDist >= fSquareMinDist) && (fSquareDist < fSquareMaxDist))
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if( ( iVisible )
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&& ( fSquareDist >= (fSquareMinDist / Global::fDistanceFactor) )
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&& ( fSquareDist <= (fSquareMaxDist * Global::fDistanceFactor) ) )
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{
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if (iFlags & 0xC000)
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{
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@@ -1475,6 +1483,8 @@ void TSubModel::RaArrayFill(CVertNormTex *Vert)
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Next->RaArrayFill(Vert);
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};
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// NOTE: leftover from static distance factor adjustment.
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// TODO: get rid of it, once we have the dynamic adjustment code in place
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void TSubModel::AdjustDist()
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{ // aktualizacja odległości faz LoD, zależna od
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// rozdzielczości pionowej oraz multisamplingu
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@@ -2120,10 +2130,13 @@ void TModel3d::Init()
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}
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if (iNumVerts)
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{
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/* // NOTE: we will be applying distance factor dynamically during render,
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// so we're leaving the defined ranges intact
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if (Global::fDistanceFactor !=
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1.0) // trochę zaoszczędzi czasu na modelach z wieloma submocelami
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Root->AdjustDist(); // aktualizacja odległości faz LoD, zależnie od
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// rozdzielczości pionowej oraz multisamplingu
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*/
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if (Global::bUseVBO)
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{
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if (!m_pVNT) // jeśli nie ma jeszcze tablicy (wczytano z pliku
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15
World.cpp
15
World.cpp
@@ -30,8 +30,6 @@ http://mozilla.org/MPL/2.0/.
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#include "Console.h"
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#include "color.h"
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#define TEXTURE_FILTER_CONTROL_EXT 0x8500
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#define TEXTURE_LOD_BIAS_EXT 0x8501
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//---------------------------------------------------------------------------
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// GLUTAPI void APIENTRY glutBitmapCharacterDLL(void *font, int character);
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@@ -283,6 +281,7 @@ bool TWorld::Init( GLFWwindow *w ) {
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glEnable(GL_CULL_FACE); // Cull back-facing triangles
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glLineWidth(1.0f);
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glPointSize(3.0f);
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glEnable( GL_POINT_SMOOTH );
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#ifdef EU07_USE_OLD_LIGHTING_MODEL
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// ----------- LIGHTING SETUP -----------
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// Light values and coordinates
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@@ -1110,13 +1109,22 @@ bool TWorld::Update()
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int updatecount = 1;
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if( dt > m_primaryupdaterate ) // normalnie 0.01s
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{
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/*
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// NOTE: experimentally disabled physics update cap
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auto const iterations = std::ceil(dt / m_primaryupdaterate);
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updatecount = std::min( 20, static_cast<int>( iterations ) );
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*/
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updatecount = std::ceil( dt / m_primaryupdaterate );
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/*
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// NOTE: changing dt wrecks things further down the code. re-acquire proper value later or cleanup here
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dt = dt / iterations; // Ra: fizykę lepiej by było przeliczać ze stałym krokiem
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*/
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}
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// NOTE: updates are limited to 20, but dt is distributed over potentially many more iterations
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// this means at count > 20 simulation and render are going to desync. is that right?
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Ground.Update(dt, updatecount); // tu zrobić tylko coklatkową aktualizację przesunięć
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// NOTE: experimentally changing this to prevent the desync.
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// TODO: test what happens if we hit more than 20 * 0.01 sec slices, i.e. less than 5 fps
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Ground.Update(dt / updatecount, updatecount); // tu zrobić tylko coklatkową aktualizację przesunięć
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/*
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if (DebugModeFlag)
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if (Global::bActive) // nie przyspieszać, gdy jedzie w tle :)
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@@ -1437,6 +1445,7 @@ bool TWorld::Render()
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glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
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glLoadIdentity();
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Camera.SetMatrix(); // ustawienie macierzy kamery względem początku scenerii
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Camera.SetFrustum(); // update camera frustum to match current data
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if( !Global::bWireFrame ) {
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// bez nieba w trybie rysowania linii
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178
frustum.cpp
Normal file
178
frustum.cpp
Normal file
@@ -0,0 +1,178 @@
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/*
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This Source Code Form is subject to the
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terms of the Mozilla Public License, v.
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2.0. If a copy of the MPL was not
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distributed with this file, You can
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obtain one at
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http://mozilla.org/MPL/2.0/.
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*/
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#include "stdafx.h"
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#include "frustum.h"
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void
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cFrustum::calculate() {
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float proj[ 16 ];
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float modl[ 16 ];
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float clip[ 16 ];
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glGetFloatv( GL_PROJECTION_MATRIX, proj );
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glGetFloatv( GL_MODELVIEW_MATRIX, modl );
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// multiply the matrices to retrieve clipping planes
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clip[ 0 ] = modl[ 0 ] * proj[ 0 ] + modl[ 1 ] * proj[ 4 ] + modl[ 2 ] * proj[ 8 ] + modl[ 3 ] * proj[ 12 ];
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clip[ 1 ] = modl[ 0 ] * proj[ 1 ] + modl[ 1 ] * proj[ 5 ] + modl[ 2 ] * proj[ 9 ] + modl[ 3 ] * proj[ 13 ];
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clip[ 2 ] = modl[ 0 ] * proj[ 2 ] + modl[ 1 ] * proj[ 6 ] + modl[ 2 ] * proj[ 10 ] + modl[ 3 ] * proj[ 14 ];
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clip[ 3 ] = modl[ 0 ] * proj[ 3 ] + modl[ 1 ] * proj[ 7 ] + modl[ 2 ] * proj[ 11 ] + modl[ 3 ] * proj[ 15 ];
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clip[ 4 ] = modl[ 4 ] * proj[ 0 ] + modl[ 5 ] * proj[ 4 ] + modl[ 6 ] * proj[ 8 ] + modl[ 7 ] * proj[ 12 ];
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clip[ 5 ] = modl[ 4 ] * proj[ 1 ] + modl[ 5 ] * proj[ 5 ] + modl[ 6 ] * proj[ 9 ] + modl[ 7 ] * proj[ 13 ];
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clip[ 6 ] = modl[ 4 ] * proj[ 2 ] + modl[ 5 ] * proj[ 6 ] + modl[ 6 ] * proj[ 10 ] + modl[ 7 ] * proj[ 14 ];
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clip[ 7 ] = modl[ 4 ] * proj[ 3 ] + modl[ 5 ] * proj[ 7 ] + modl[ 6 ] * proj[ 11 ] + modl[ 7 ] * proj[ 15 ];
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clip[ 8 ] = modl[ 8 ] * proj[ 0 ] + modl[ 9 ] * proj[ 4 ] + modl[ 10 ] * proj[ 8 ] + modl[ 11 ] * proj[ 12 ];
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clip[ 9 ] = modl[ 8 ] * proj[ 1 ] + modl[ 9 ] * proj[ 5 ] + modl[ 10 ] * proj[ 9 ] + modl[ 11 ] * proj[ 13 ];
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clip[ 10 ] = modl[ 8 ] * proj[ 2 ] + modl[ 9 ] * proj[ 6 ] + modl[ 10 ] * proj[ 10 ] + modl[ 11 ] * proj[ 14 ];
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clip[ 11 ] = modl[ 8 ] * proj[ 3 ] + modl[ 9 ] * proj[ 7 ] + modl[ 10 ] * proj[ 11 ] + modl[ 11 ] * proj[ 15 ];
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clip[ 12 ] = modl[ 12 ] * proj[ 0 ] + modl[ 13 ] * proj[ 4 ] + modl[ 14 ] * proj[ 8 ] + modl[ 15 ] * proj[ 12 ];
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clip[ 13 ] = modl[ 12 ] * proj[ 1 ] + modl[ 13 ] * proj[ 5 ] + modl[ 14 ] * proj[ 9 ] + modl[ 15 ] * proj[ 13 ];
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clip[ 14 ] = modl[ 12 ] * proj[ 2 ] + modl[ 13 ] * proj[ 6 ] + modl[ 14 ] * proj[ 10 ] + modl[ 15 ] * proj[ 14 ];
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clip[ 15 ] = modl[ 12 ] * proj[ 3 ] + modl[ 13 ] * proj[ 7 ] + modl[ 14 ] * proj[ 11 ] + modl[ 15 ] * proj[ 15 ];
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// get the sides of the frustum.
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m_frustum[ side_RIGHT ][ plane_A ] = clip[ 3 ] - clip[ 0 ];
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m_frustum[ side_RIGHT ][ plane_B ] = clip[ 7 ] - clip[ 4 ];
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m_frustum[ side_RIGHT ][ plane_C ] = clip[ 11 ] - clip[ 8 ];
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m_frustum[ side_RIGHT ][ plane_D ] = clip[ 15 ] - clip[ 12 ];
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normalize_plane( side_RIGHT );
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m_frustum[ side_LEFT ][ plane_A ] = clip[ 3 ] + clip[ 0 ];
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m_frustum[ side_LEFT ][ plane_B ] = clip[ 7 ] + clip[ 4 ];
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m_frustum[ side_LEFT ][ plane_C ] = clip[ 11 ] + clip[ 8 ];
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m_frustum[ side_LEFT ][ plane_D ] = clip[ 15 ] + clip[ 12 ];
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normalize_plane( side_LEFT );
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m_frustum[ side_BOTTOM ][ plane_A ] = clip[ 3 ] + clip[ 1 ];
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m_frustum[ side_BOTTOM ][ plane_B ] = clip[ 7 ] + clip[ 5 ];
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m_frustum[ side_BOTTOM ][ plane_C ] = clip[ 11 ] + clip[ 9 ];
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m_frustum[ side_BOTTOM ][ plane_D ] = clip[ 15 ] + clip[ 13 ];
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normalize_plane( side_BOTTOM );
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m_frustum[ side_TOP ][ plane_A ] = clip[ 3 ] - clip[ 1 ];
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m_frustum[ side_TOP ][ plane_B ] = clip[ 7 ] - clip[ 5 ];
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m_frustum[ side_TOP ][ plane_C ] = clip[ 11 ] - clip[ 9 ];
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m_frustum[ side_TOP ][ plane_D ] = clip[ 15 ] - clip[ 13 ];
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normalize_plane( side_TOP );
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m_frustum[ side_BACK ][ plane_A ] = clip[ 3 ] - clip[ 2 ];
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m_frustum[ side_BACK ][ plane_B ] = clip[ 7 ] - clip[ 6 ];
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m_frustum[ side_BACK ][ plane_C ] = clip[ 11 ] - clip[ 10 ];
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m_frustum[ side_BACK ][ plane_D ] = clip[ 15 ] - clip[ 14 ];
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normalize_plane( side_BACK );
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m_frustum[ side_FRONT ][ plane_A ] = clip[ 3 ] + clip[ 2 ];
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m_frustum[ side_FRONT ][ plane_B ] = clip[ 7 ] + clip[ 6 ];
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m_frustum[ side_FRONT ][ plane_C ] = clip[ 11 ] + clip[ 10 ];
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m_frustum[ side_FRONT ][ plane_D ] = clip[ 15 ] + clip[ 14 ];
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normalize_plane( side_FRONT );
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}
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bool
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cFrustum::point_inside( float const X, float const Y, float const Z ) const {
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// cycle through the sides of the frustum, checking if the point is behind them
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for( int idx = 0; idx < 6; ++idx ) {
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if( m_frustum[ idx ][ plane_A ] * X
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+ m_frustum[ idx ][ plane_B ] * Y
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+ m_frustum[ idx ][ plane_C ] * Z
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+ m_frustum[ idx ][ plane_D ] <= 0 )
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return false;
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}
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// the point is in front of each frustum plane, i.e. inside of the frustum
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return true;
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}
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float
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cFrustum::sphere_inside( float const X, float const Y, float const Z, float const Radius ) const {
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float distance;
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// go through all the sides of the frustum. bail out as soon as possible
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for( int idx = 0; idx < 6; ++idx ) {
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distance =
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m_frustum[ idx ][ plane_A ] * X
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+ m_frustum[ idx ][ plane_B ] * Y
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+ m_frustum[ idx ][ plane_C ] * Z
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+ m_frustum[ idx ][ plane_D ];
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if( distance <= -Radius )
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return 0.0f;
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}
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return distance + Radius;
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}
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bool
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cFrustum::cube_inside( float const X, float const Y, float const Z, float const Size ) const {
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for( int idx = 0; idx < 6; ++idx ) {
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if( m_frustum[ idx ][ plane_A ] * ( X - Size )
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+ m_frustum[ idx ][ plane_B ] * ( Y - Size )
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+ m_frustum[ idx ][ plane_C ] * ( Z - Size )
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+ m_frustum[ idx ][ plane_D ] > 0 )
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continue;
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if( m_frustum[ idx ][ plane_A ] * ( X + Size )
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+ m_frustum[ idx ][ plane_B ] * ( Y - Size )
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+ m_frustum[ idx ][ plane_C ] * ( Z - Size )
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+ m_frustum[ idx ][ plane_D ] > 0 )
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continue;
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if( m_frustum[ idx ][ plane_A ] * ( X - Size )
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+ m_frustum[ idx ][ plane_B ] * ( Y + Size )
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+ m_frustum[ idx ][ plane_C ] * ( Z - Size )
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+ m_frustum[ idx ][ plane_D ] > 0 )
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continue;
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if( m_frustum[ idx ][ plane_A ] * ( X + Size )
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+ m_frustum[ idx ][ plane_B ] * ( Y + Size )
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+ m_frustum[ idx ][ plane_C ] * ( Z - Size )
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+ m_frustum[ idx ][ plane_D ] > 0 )
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continue;
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if( m_frustum[ idx ][ plane_A ] * ( X - Size )
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+ m_frustum[ idx ][ plane_B ] * ( Y - Size )
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+ m_frustum[ idx ][ plane_C ] * ( Z + Size )
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||||
+ m_frustum[ idx ][ plane_D ] > 0 )
|
||||
continue;
|
||||
if( m_frustum[ idx ][ plane_A ] * ( X + Size )
|
||||
+ m_frustum[ idx ][ plane_B ] * ( Y - Size )
|
||||
+ m_frustum[ idx ][ plane_C ] * ( Z + Size )
|
||||
+ m_frustum[ idx ][ plane_D ] > 0 )
|
||||
continue;
|
||||
if( m_frustum[ idx ][ plane_A ] * ( X - Size )
|
||||
+ m_frustum[ idx ][ plane_B ] * ( Y + Size )
|
||||
+ m_frustum[ idx ][ plane_C ] * ( Z + Size )
|
||||
+ m_frustum[ idx ][ plane_D ] > 0 )
|
||||
continue;
|
||||
if( m_frustum[ idx ][ plane_A ] * ( X + Size )
|
||||
+ m_frustum[ idx ][ plane_B ] * ( Y + Size )
|
||||
+ m_frustum[ idx ][ plane_C ] * ( Z + Size )
|
||||
+ m_frustum[ idx ][ plane_D ] > 0 )
|
||||
continue;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void cFrustum::normalize_plane( cFrustum::side const Side ) {
|
||||
|
||||
float magnitude =
|
||||
std::sqrt(
|
||||
m_frustum[ Side ][ plane_A ] * m_frustum[ Side ][ plane_A ]
|
||||
+ m_frustum[ Side ][ plane_B ] * m_frustum[ Side ][ plane_B ]
|
||||
+ m_frustum[ Side ][ plane_C ] * m_frustum[ Side ][ plane_C ] );
|
||||
|
||||
m_frustum[ Side ][ plane_A ] /= magnitude;
|
||||
m_frustum[ Side ][ plane_B ] /= magnitude;
|
||||
m_frustum[ Side ][ plane_C ] /= magnitude;
|
||||
m_frustum[ Side ][ plane_D ] /= magnitude;
|
||||
}
|
||||
67
frustum.h
Normal file
67
frustum.h
Normal file
@@ -0,0 +1,67 @@
|
||||
/*
|
||||
This Source Code Form is subject to the
|
||||
terms of the Mozilla Public License, v.
|
||||
2.0. If a copy of the MPL was not
|
||||
distributed with this file, You can
|
||||
obtain one at
|
||||
http://mozilla.org/MPL/2.0/.
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "float3d.h"
|
||||
#include "dumb3d.h"
|
||||
|
||||
// generic frustum class. used to determine if objects are inside current view area
|
||||
|
||||
class cFrustum {
|
||||
|
||||
public:
|
||||
// constructors:
|
||||
|
||||
// methods:
|
||||
// update the frustum to match current view orientation
|
||||
void
|
||||
calculate();
|
||||
// returns true if specified point is inside of the frustum
|
||||
inline
|
||||
bool
|
||||
point_inside( float3 const &Point ) const { return point_inside( Point.x, Point.y, Point.z ); }
|
||||
inline
|
||||
bool
|
||||
point_inside( Math3D::vector3 const &Point ) const { return point_inside( static_cast<float>( Point.x ), static_cast<float>( Point.y ), static_cast<float>( Point.z ) ); }
|
||||
bool
|
||||
point_inside( float const X, float const Y, float const Z ) const;
|
||||
// tests if the sphere is in frustum, returns the distance between origin and sphere centre
|
||||
inline
|
||||
float
|
||||
sphere_inside( float3 const &Center, float const Radius ) const { return sphere_inside( Center.x, Center.y, Center.z, Radius ); }
|
||||
inline
|
||||
float
|
||||
sphere_inside( Math3D::vector3 const &Center, float const Radius ) const { return sphere_inside( static_cast<float>( Center.x ), static_cast<float>( Center.y ), static_cast<float>( Center.z ), Radius ); }
|
||||
float
|
||||
sphere_inside( float const X, float const Y, float const Z, float const Radius ) const;
|
||||
// returns true if specified cube is inside of the frustum. Size = half of the length
|
||||
inline
|
||||
bool
|
||||
cube_inside( float3 const &Center, float const Size ) const { return cube_inside( Center.x, Center.y, Center.z, Size ); }
|
||||
inline
|
||||
bool
|
||||
cube_inside( Math3D::vector3 const &Center, float const Size ) const { return cube_inside( static_cast<float>( Center.x ), static_cast<float>( Center.y ), static_cast<float>( Center.z ), Size ); }
|
||||
bool
|
||||
cube_inside( float const X, float const Y, float const Z, float const Size ) const;
|
||||
|
||||
protected:
|
||||
// types:
|
||||
// planes of the frustum
|
||||
enum side { side_RIGHT = 0, side_LEFT = 1, side_BOTTOM = 2, side_TOP = 3, side_BACK = 4, side_FRONT = 5 };
|
||||
// parameters of the frustum plane: A, B, C define plane normal, D defines distance from origin
|
||||
enum plane { plane_A = 0, plane_B = 1, plane_C = 2, plane_D = 3 };
|
||||
|
||||
// methods:
|
||||
void
|
||||
normalize_plane( cFrustum::side const Side ); // normalizes a plane (A side) from the frustum
|
||||
|
||||
// members:
|
||||
float m_frustum[6][4]; // holds the A B C and D values (normal & distance) for each side of the frustum.
|
||||
};
|
||||
@@ -101,6 +101,7 @@
|
||||
<ClCompile Include="EvLaunch.cpp" />
|
||||
<ClCompile Include="FadeSound.cpp" />
|
||||
<ClCompile Include="Float3d.cpp" />
|
||||
<ClCompile Include="frustum.cpp" />
|
||||
<ClCompile Include="Gauge.cpp" />
|
||||
<ClCompile Include="Globals.cpp" />
|
||||
<ClCompile Include="Ground.cpp" />
|
||||
@@ -166,6 +167,7 @@
|
||||
<ClInclude Include="EvLaunch.h" />
|
||||
<ClInclude Include="FadeSound.h" />
|
||||
<ClInclude Include="Float3d.h" />
|
||||
<ClInclude Include="frustum.h" />
|
||||
<ClInclude Include="Gauge.h" />
|
||||
<ClInclude Include="Globals.h" />
|
||||
<ClInclude Include="Ground.h" />
|
||||
|
||||
@@ -201,6 +201,9 @@
|
||||
<ClCompile Include="sn_utils.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="frustum.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="Globals.h">
|
||||
@@ -389,6 +392,9 @@
|
||||
<ClInclude Include="sn_utils.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="frustum.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ResourceCompile Include="maszyna.rc">
|
||||
|
||||
Reference in New Issue
Block a user