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740 lines
21 KiB
C++
740 lines
21 KiB
C++
///////////////////////////////////////////////////////////////////////////
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//
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// Copyright (c) 2002, Industrial Light & Magic, a division of Lucas
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// Digital Ltd. LLC
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//
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// All rights reserved.
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions are
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// met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above
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// copyright notice, this list of conditions and the following disclaimer
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// in the documentation and/or other materials provided with the
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// distribution.
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// * Neither the name of Industrial Light & Magic nor the names of
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// its contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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///////////////////////////////////////////////////////////////////////////
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#ifndef INCLUDED_IMATHFRUSTUM_H
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#define INCLUDED_IMATHFRUSTUM_H
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#include "ImathVec.h"
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#include "ImathPlane.h"
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#include "ImathLine.h"
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#include "ImathMatrix.h"
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#include "ImathLimits.h"
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#include "ImathFun.h"
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#include "IexMathExc.h"
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namespace Imath {
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//
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// template class Frustum<T>
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//
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// The frustum is always located with the eye point at the
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// origin facing down -Z. This makes the Frustum class
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// compatable with OpenGL (or anything that assumes a camera
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// looks down -Z, hence with a right-handed coordinate system)
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// but not with RenderMan which assumes the camera looks down
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// +Z. Additional functions are provided for conversion from
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// and from various camera coordinate spaces.
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//
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// nearPlane/farPlane: near/far are keywords used by Microsoft's
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// compiler, so we use nearPlane/farPlane instead to avoid
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// issues.
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template<class T>
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class Frustum
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{
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public:
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Frustum();
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Frustum(const Frustum &);
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Frustum(T nearPlane, T farPlane, T left, T right, T top, T bottom, bool ortho=false);
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Frustum(T nearPlane, T farPlane, T fovx, T fovy, T aspect);
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virtual ~Frustum();
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//--------------------
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// Assignment operator
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//--------------------
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const Frustum &operator = (const Frustum &);
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//--------------------
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// Operators: ==, !=
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//--------------------
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bool operator == (const Frustum<T> &src) const;
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bool operator != (const Frustum<T> &src) const;
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//--------------------------------------------------------
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// Set functions change the entire state of the Frustum
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//--------------------------------------------------------
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void set(T nearPlane, T farPlane,
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T left, T right,
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T top, T bottom,
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bool ortho=false);
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void set(T nearPlane, T farPlane, T fovx, T fovy, T aspect);
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//------------------------------------------------------
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// These functions modify an already valid frustum state
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//------------------------------------------------------
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void modifyNearAndFar(T nearPlane, T farPlane);
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void setOrthographic(bool);
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//--------------
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// Access
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//--------------
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bool orthographic() const { return _orthographic; }
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T nearPlane() const { return _nearPlane; }
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T hither() const { return _nearPlane; }
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T farPlane() const { return _farPlane; }
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T yon() const { return _farPlane; }
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T left() const { return _left; }
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T right() const { return _right; }
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T bottom() const { return _bottom; }
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T top() const { return _top; }
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//-----------------------------------------------------------------------
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// Sets the planes in p to be the six bounding planes of the frustum, in
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// the following order: top, right, bottom, left, near, far.
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// Note that the planes have normals that point out of the frustum.
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// The version of this routine that takes a matrix applies that matrix
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// to transform the frustum before setting the planes.
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//-----------------------------------------------------------------------
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void planes(Plane3<T> p[6]);
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void planes(Plane3<T> p[6], const Matrix44<T> &M);
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//----------------------
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// Derived Quantities
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//----------------------
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T fovx() const;
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T fovy() const;
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T aspect() const;
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Matrix44<T> projectionMatrix() const;
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bool degenerate() const;
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//-----------------------------------------------------------------------
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// Takes a rectangle in the screen space (i.e., -1 <= left <= right <= 1
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// and -1 <= bottom <= top <= 1) of this Frustum, and returns a new
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// Frustum whose near clipping-plane window is that rectangle in local
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// space.
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//-----------------------------------------------------------------------
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Frustum<T> window(T left, T right, T top, T bottom) const;
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//----------------------------------------------------------
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// Projection is in screen space / Conversion from Z-Buffer
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//----------------------------------------------------------
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Line3<T> projectScreenToRay( const Vec2<T> & ) const;
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Vec2<T> projectPointToScreen( const Vec3<T> & ) const;
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T ZToDepth(long zval, long min, long max) const;
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T normalizedZToDepth(T zval) const;
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long DepthToZ(T depth, long zmin, long zmax) const;
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T worldRadius(const Vec3<T> &p, T radius) const;
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T screenRadius(const Vec3<T> &p, T radius) const;
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protected:
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Vec2<T> screenToLocal( const Vec2<T> & ) const;
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Vec2<T> localToScreen( const Vec2<T> & ) const;
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protected:
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T _nearPlane;
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T _farPlane;
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T _left;
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T _right;
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T _top;
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T _bottom;
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bool _orthographic;
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};
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template<class T>
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inline Frustum<T>::Frustum()
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{
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set(T (0.1),
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T (1000.0),
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T (-1.0),
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T (1.0),
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T (1.0),
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T (-1.0),
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false);
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}
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template<class T>
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inline Frustum<T>::Frustum(const Frustum &f)
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{
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*this = f;
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}
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template<class T>
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inline Frustum<T>::Frustum(T n, T f, T l, T r, T t, T b, bool o)
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{
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set(n,f,l,r,t,b,o);
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}
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template<class T>
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inline Frustum<T>::Frustum(T nearPlane, T farPlane, T fovx, T fovy, T aspect)
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{
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set(nearPlane,farPlane,fovx,fovy,aspect);
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}
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template<class T>
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Frustum<T>::~Frustum()
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{
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}
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template<class T>
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const Frustum<T> &
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Frustum<T>::operator = (const Frustum &f)
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{
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_nearPlane = f._nearPlane;
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_farPlane = f._farPlane;
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_left = f._left;
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_right = f._right;
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_top = f._top;
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_bottom = f._bottom;
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_orthographic = f._orthographic;
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return *this;
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}
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template <class T>
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bool
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Frustum<T>::operator == (const Frustum<T> &src) const
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{
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return
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_nearPlane == src._nearPlane &&
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_farPlane == src._farPlane &&
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_left == src._left &&
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_right == src._right &&
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_top == src._top &&
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_bottom == src._bottom &&
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_orthographic == src._orthographic;
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}
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template <class T>
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inline bool
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Frustum<T>::operator != (const Frustum<T> &src) const
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{
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return !operator== (src);
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}
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template<class T>
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void Frustum<T>::set(T n, T f, T l, T r, T t, T b, bool o)
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{
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_nearPlane = n;
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_farPlane = f;
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_left = l;
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_right = r;
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_bottom = b;
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_top = t;
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_orthographic = o;
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}
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template<class T>
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void Frustum<T>::modifyNearAndFar(T n, T f)
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{
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if ( _orthographic )
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{
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_nearPlane = n;
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}
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else
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{
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Line3<T> lowerLeft( Vec3<T>(0,0,0), Vec3<T>(_left,_bottom,-_nearPlane) );
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Line3<T> upperRight( Vec3<T>(0,0,0), Vec3<T>(_right,_top,-_nearPlane) );
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Plane3<T> nearPlane( Vec3<T>(0,0,-1), n );
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Vec3<T> ll,ur;
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nearPlane.intersect(lowerLeft,ll);
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nearPlane.intersect(upperRight,ur);
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_left = ll.x;
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_right = ur.x;
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_top = ur.y;
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_bottom = ll.y;
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_nearPlane = n;
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_farPlane = f;
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}
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_farPlane = f;
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}
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template<class T>
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void Frustum<T>::setOrthographic(bool ortho)
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{
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_orthographic = ortho;
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}
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template<class T>
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void Frustum<T>::set(T nearPlane, T farPlane, T fovx, T fovy, T aspect)
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{
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if (fovx != 0 && fovy != 0)
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throw Iex::ArgExc ("fovx and fovy cannot both be non-zero.");
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const T two = static_cast<T>(2);
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if (fovx != 0)
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{
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_right = nearPlane * Math<T>::tan(fovx / two);
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_left = -_right;
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_top = ((_right - _left) / aspect) / two;
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_bottom = -_top;
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}
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else
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{
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_top = nearPlane * Math<T>::tan(fovy / two);
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_bottom = -_top;
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_right = (_top - _bottom) * aspect / two;
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_left = -_right;
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}
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_nearPlane = nearPlane;
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_farPlane = farPlane;
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_orthographic = false;
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}
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template<class T>
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T Frustum<T>::fovx() const
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{
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return Math<T>::atan2(_right,_nearPlane) - Math<T>::atan2(_left,_nearPlane);
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}
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template<class T>
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T Frustum<T>::fovy() const
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{
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return Math<T>::atan2(_top,_nearPlane) - Math<T>::atan2(_bottom,_nearPlane);
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}
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template<class T>
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T Frustum<T>::aspect() const
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{
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T rightMinusLeft = _right-_left;
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T topMinusBottom = _top-_bottom;
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if (abs(topMinusBottom) < 1 &&
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abs(rightMinusLeft) > limits<T>::max() * abs(topMinusBottom))
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{
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throw Iex::DivzeroExc ("Bad viewing frustum: "
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"aspect ratio cannot be computed.");
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}
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return rightMinusLeft / topMinusBottom;
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}
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template<class T>
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Matrix44<T> Frustum<T>::projectionMatrix() const
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{
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T rightPlusLeft = _right+_left;
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T rightMinusLeft = _right-_left;
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T topPlusBottom = _top+_bottom;
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T topMinusBottom = _top-_bottom;
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T farPlusNear = _farPlane+_nearPlane;
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T farMinusNear = _farPlane-_nearPlane;
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if ((abs(rightMinusLeft) < 1 &&
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abs(rightPlusLeft) > limits<T>::max() * abs(rightMinusLeft)) ||
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(abs(topMinusBottom) < 1 &&
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abs(topPlusBottom) > limits<T>::max() * abs(topMinusBottom)) ||
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(abs(farMinusNear) < 1 &&
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abs(farPlusNear) > limits<T>::max() * abs(farMinusNear)))
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{
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throw Iex::DivzeroExc ("Bad viewing frustum: "
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"projection matrix cannot be computed.");
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}
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if ( _orthographic )
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{
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T tx = -rightPlusLeft / rightMinusLeft;
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T ty = -topPlusBottom / topMinusBottom;
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T tz = -farPlusNear / farMinusNear;
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if ((abs(rightMinusLeft) < 1 &&
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2 > limits<T>::max() * abs(rightMinusLeft)) ||
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(abs(topMinusBottom) < 1 &&
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2 > limits<T>::max() * abs(topMinusBottom)) ||
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(abs(farMinusNear) < 1 &&
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2 > limits<T>::max() * abs(farMinusNear)))
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{
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throw Iex::DivzeroExc ("Bad viewing frustum: "
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"projection matrix cannot be computed.");
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}
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T A = 2 / rightMinusLeft;
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T B = 2 / topMinusBottom;
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T C = -2 / farMinusNear;
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return Matrix44<T>( A, 0, 0, 0,
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0, B, 0, 0,
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0, 0, C, 0,
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tx, ty, tz, 1.f );
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}
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else
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{
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T A = rightPlusLeft / rightMinusLeft;
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T B = topPlusBottom / topMinusBottom;
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T C = -farPlusNear / farMinusNear;
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T farTimesNear = -2 * _farPlane * _nearPlane;
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if (abs(farMinusNear) < 1 &&
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abs(farTimesNear) > limits<T>::max() * abs(farMinusNear))
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{
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throw Iex::DivzeroExc ("Bad viewing frustum: "
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"projection matrix cannot be computed.");
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}
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T D = farTimesNear / farMinusNear;
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T twoTimesNear = 2 * _nearPlane;
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if ((abs(rightMinusLeft) < 1 &&
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abs(twoTimesNear) > limits<T>::max() * abs(rightMinusLeft)) ||
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(abs(topMinusBottom) < 1 &&
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abs(twoTimesNear) > limits<T>::max() * abs(topMinusBottom)))
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{
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throw Iex::DivzeroExc ("Bad viewing frustum: "
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"projection matrix cannot be computed.");
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}
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T E = twoTimesNear / rightMinusLeft;
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T F = twoTimesNear / topMinusBottom;
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return Matrix44<T>( E, 0, 0, 0,
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0, F, 0, 0,
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A, B, C, -1,
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0, 0, D, 0 );
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}
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}
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template<class T>
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bool Frustum<T>::degenerate() const
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{
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return (_nearPlane == _farPlane) ||
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(_left == _right) ||
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(_top == _bottom);
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}
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template<class T>
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Frustum<T> Frustum<T>::window(T l, T r, T t, T b) const
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{
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// move it to 0->1 space
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Vec2<T> bl = screenToLocal( Vec2<T>(l,b) );
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Vec2<T> tr = screenToLocal( Vec2<T>(r,t) );
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return Frustum<T>(_nearPlane, _farPlane, bl.x, tr.x, tr.y, bl.y, _orthographic);
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}
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template<class T>
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Vec2<T> Frustum<T>::screenToLocal(const Vec2<T> &s) const
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{
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return Vec2<T>( _left + (_right-_left) * (1.f+s.x) / 2.f,
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_bottom + (_top-_bottom) * (1.f+s.y) / 2.f );
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}
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template<class T>
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Vec2<T> Frustum<T>::localToScreen(const Vec2<T> &p) const
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{
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T leftPlusRight = _left - T (2) * p.x + _right;
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T leftMinusRight = _left-_right;
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T bottomPlusTop = _bottom - T (2) * p.y + _top;
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T bottomMinusTop = _bottom-_top;
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if ((abs(leftMinusRight) < T (1) &&
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abs(leftPlusRight) > limits<T>::max() * abs(leftMinusRight)) ||
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(abs(bottomMinusTop) < T (1) &&
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abs(bottomPlusTop) > limits<T>::max() * abs(bottomMinusTop)))
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{
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throw Iex::DivzeroExc
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("Bad viewing frustum: "
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"local-to-screen transformation cannot be computed");
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}
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return Vec2<T>( leftPlusRight / leftMinusRight,
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bottomPlusTop / bottomMinusTop );
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}
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template<class T>
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Line3<T> Frustum<T>::projectScreenToRay(const Vec2<T> &p) const
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{
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Vec2<T> point = screenToLocal(p);
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if (orthographic())
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return Line3<T>( Vec3<T>(point.x,point.y, 0.0),
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Vec3<T>(point.x,point.y,-_nearPlane));
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else
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return Line3<T>( Vec3<T>(0, 0, 0), Vec3<T>(point.x,point.y,-_nearPlane));
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}
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template<class T>
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Vec2<T> Frustum<T>::projectPointToScreen(const Vec3<T> &point) const
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{
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if (orthographic() || point.z == T (0))
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return localToScreen( Vec2<T>( point.x, point.y ) );
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else
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return localToScreen( Vec2<T>( point.x * _nearPlane / -point.z,
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point.y * _nearPlane / -point.z ) );
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}
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template<class T>
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T Frustum<T>::ZToDepth(long zval,long zmin,long zmax) const
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{
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int zdiff = zmax - zmin;
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if (zdiff == 0)
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{
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throw Iex::DivzeroExc
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("Bad call to Frustum::ZToDepth: zmax == zmin");
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}
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if ( zval > zmax+1 ) zval -= zdiff;
|
|
|
|
T fzval = (T(zval) - T(zmin)) / T(zdiff);
|
|
return normalizedZToDepth(fzval);
|
|
}
|
|
|
|
template<class T>
|
|
T Frustum<T>::normalizedZToDepth(T zval) const
|
|
{
|
|
T Zp = zval * 2.0 - 1;
|
|
|
|
if ( _orthographic )
|
|
{
|
|
return -(Zp*(_farPlane-_nearPlane) + (_farPlane+_nearPlane))/2;
|
|
}
|
|
else
|
|
{
|
|
T farTimesNear = 2 * _farPlane * _nearPlane;
|
|
T farMinusNear = Zp * (_farPlane - _nearPlane) - _farPlane - _nearPlane;
|
|
|
|
if (abs(farMinusNear) < 1 &&
|
|
abs(farTimesNear) > limits<T>::max() * abs(farMinusNear))
|
|
{
|
|
throw Iex::DivzeroExc
|
|
("Frustum::normalizedZToDepth cannot be computed. The "
|
|
"near and far clipping planes of the viewing frustum "
|
|
"may be too close to each other");
|
|
}
|
|
|
|
return farTimesNear / farMinusNear;
|
|
}
|
|
}
|
|
|
|
template<class T>
|
|
long Frustum<T>::DepthToZ(T depth,long zmin,long zmax) const
|
|
{
|
|
long zdiff = zmax - zmin;
|
|
T farMinusNear = _farPlane-_nearPlane;
|
|
|
|
if ( _orthographic )
|
|
{
|
|
T farPlusNear = 2*depth + _farPlane + _nearPlane;
|
|
|
|
if (abs(farMinusNear) < 1 &&
|
|
abs(farPlusNear) > limits<T>::max() * abs(farMinusNear))
|
|
{
|
|
throw Iex::DivzeroExc
|
|
("Bad viewing frustum: near and far clipping planes "
|
|
"are too close to each other");
|
|
}
|
|
|
|
T Zp = -farPlusNear/farMinusNear;
|
|
return long(0.5*(Zp+1)*zdiff) + zmin;
|
|
}
|
|
else
|
|
{
|
|
// Perspective
|
|
|
|
T farTimesNear = 2*_farPlane*_nearPlane;
|
|
if (abs(depth) < 1 &&
|
|
abs(farTimesNear) > limits<T>::max() * abs(depth))
|
|
{
|
|
throw Iex::DivzeroExc
|
|
("Bad call to DepthToZ function: value of `depth' "
|
|
"is too small");
|
|
}
|
|
|
|
T farPlusNear = farTimesNear/depth + _farPlane + _nearPlane;
|
|
if (abs(farMinusNear) < 1 &&
|
|
abs(farPlusNear) > limits<T>::max() * abs(farMinusNear))
|
|
{
|
|
throw Iex::DivzeroExc
|
|
("Bad viewing frustum: near and far clipping planes "
|
|
"are too close to each other");
|
|
}
|
|
|
|
T Zp = farPlusNear/farMinusNear;
|
|
return long(0.5*(Zp+1)*zdiff) + zmin;
|
|
}
|
|
}
|
|
|
|
template<class T>
|
|
T Frustum<T>::screenRadius(const Vec3<T> &p, T radius) const
|
|
{
|
|
// Derivation:
|
|
// Consider X-Z plane.
|
|
// X coord of projection of p = xp = p.x * (-_nearPlane / p.z)
|
|
// Let q be p + (radius, 0, 0).
|
|
// X coord of projection of q = xq = (p.x - radius) * (-_nearPlane / p.z)
|
|
// X coord of projection of segment from p to q = r = xp - xq
|
|
// = radius * (-_nearPlane / p.z)
|
|
// A similar analysis holds in the Y-Z plane.
|
|
// So r is the quantity we want to return.
|
|
|
|
if (abs(p.z) > 1 || abs(-_nearPlane) < limits<T>::max() * abs(p.z))
|
|
{
|
|
return radius * (-_nearPlane / p.z);
|
|
}
|
|
else
|
|
{
|
|
throw Iex::DivzeroExc
|
|
("Bad call to Frustum::screenRadius: the magnitude of `p' "
|
|
"is too small");
|
|
}
|
|
|
|
return radius * (-_nearPlane / p.z);
|
|
}
|
|
|
|
template<class T>
|
|
T Frustum<T>::worldRadius(const Vec3<T> &p, T radius) const
|
|
{
|
|
if (abs(-_nearPlane) > 1 || abs(p.z) < limits<T>::max() * abs(-_nearPlane))
|
|
{
|
|
return radius * (p.z / -_nearPlane);
|
|
}
|
|
else
|
|
{
|
|
throw Iex::DivzeroExc
|
|
("Bad viewing frustum: the near clipping plane is too "
|
|
"close to zero");
|
|
}
|
|
}
|
|
|
|
template<class T>
|
|
void Frustum<T>::planes(Plane3<T> p[6])
|
|
{
|
|
//
|
|
// Plane order: Top, Right, Bottom, Left, Near, Far.
|
|
// Normals point outwards.
|
|
//
|
|
|
|
if (! _orthographic)
|
|
{
|
|
Vec3<T> a( _left, _bottom, -_nearPlane);
|
|
Vec3<T> b( _left, _top, -_nearPlane);
|
|
Vec3<T> c( _right, _top, -_nearPlane);
|
|
Vec3<T> d( _right, _bottom, -_nearPlane);
|
|
Vec3<T> o(0,0,0);
|
|
|
|
p[0].set( o, c, b );
|
|
p[1].set( o, d, c );
|
|
p[2].set( o, a, d );
|
|
p[3].set( o, b, a );
|
|
}
|
|
else
|
|
{
|
|
p[0].set( Vec3<T>( 0, 1, 0), _top );
|
|
p[1].set( Vec3<T>( 1, 0, 0), _right );
|
|
p[2].set( Vec3<T>( 0,-1, 0),-_bottom );
|
|
p[3].set( Vec3<T>(-1, 0, 0),-_left );
|
|
}
|
|
p[4].set( Vec3<T>(0, 0, 1), -_nearPlane );
|
|
p[5].set( Vec3<T>(0, 0,-1), _farPlane );
|
|
}
|
|
|
|
|
|
template<class T>
|
|
void Frustum<T>::planes(Plane3<T> p[6], const Matrix44<T> &M)
|
|
{
|
|
//
|
|
// Plane order: Top, Right, Bottom, Left, Near, Far.
|
|
// Normals point outwards.
|
|
//
|
|
|
|
Vec3<T> a = Vec3<T>( _left, _bottom, -_nearPlane) * M;
|
|
Vec3<T> b = Vec3<T>( _left, _top, -_nearPlane) * M;
|
|
Vec3<T> c = Vec3<T>( _right, _top, -_nearPlane) * M;
|
|
Vec3<T> d = Vec3<T>( _right, _bottom, -_nearPlane) * M;
|
|
if (! _orthographic)
|
|
{
|
|
double s = _farPlane / double(_nearPlane);
|
|
T farLeft = (T) (s * _left);
|
|
T farRight = (T) (s * _right);
|
|
T farTop = (T) (s * _top);
|
|
T farBottom = (T) (s * _bottom);
|
|
Vec3<T> e = Vec3<T>( farLeft, farBottom, -_farPlane) * M;
|
|
Vec3<T> f = Vec3<T>( farLeft, farTop, -_farPlane) * M;
|
|
Vec3<T> g = Vec3<T>( farRight, farTop, -_farPlane) * M;
|
|
Vec3<T> o = Vec3<T>(0,0,0) * M;
|
|
p[0].set( o, c, b );
|
|
p[1].set( o, d, c );
|
|
p[2].set( o, a, d );
|
|
p[3].set( o, b, a );
|
|
p[4].set( a, d, c );
|
|
p[5].set( e, f, g );
|
|
}
|
|
else
|
|
{
|
|
Vec3<T> e = Vec3<T>( _left, _bottom, -_farPlane) * M;
|
|
Vec3<T> f = Vec3<T>( _left, _top, -_farPlane) * M;
|
|
Vec3<T> g = Vec3<T>( _right, _top, -_farPlane) * M;
|
|
Vec3<T> h = Vec3<T>( _right, _bottom, -_farPlane) * M;
|
|
p[0].set( c, g, f );
|
|
p[1].set( d, h, g );
|
|
p[2].set( a, e, h );
|
|
p[3].set( b, f, e );
|
|
p[4].set( a, d, c );
|
|
p[5].set( e, f, g );
|
|
}
|
|
}
|
|
|
|
typedef Frustum<float> Frustumf;
|
|
typedef Frustum<double> Frustumd;
|
|
|
|
|
|
} // namespace Imath
|
|
|
|
|
|
#if defined _WIN32 || defined _WIN64
|
|
#ifdef _redef_near
|
|
#define near
|
|
#endif
|
|
#ifdef _redef_far
|
|
#define far
|
|
#endif
|
|
#endif
|
|
|
|
#endif
|