/*
Copyright (C) 2003, 2010 - Wolfire Games
+Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file)
This file is part of Lugaru.
-Lugaru 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; either version 2
-of the License, or (at your option) any later version.
+Lugaru 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; either version 2 of the License, or
+(at your option) any later version.
-This program is distributed in the hope that it will be useful,
+Lugaru 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.
+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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
*/
#include "Frustum.h"
void FRUSTUM::
- GetFrustum() {
- static float projmatrix[16];
- static float mvmatrix[16];
- static float clip[16];
- static 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];
+GetFrustum()
+{
+ static float projmatrix[16];
+ static float mvmatrix[16];
+ static float clip[16];
+
+ 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];
}
int FRUSTUM::
- CubeInFrustum(float x, float y, float z, float size) {
- static int c, c2;
-
- 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;
+CubeInFrustum(float x, float y, float z, float size)
+{
+ static int c, c2;
+
+ 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) {
- static int c, c2;
-
- 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;
+CubeInFrustum(float x, float y, float z, float size, float height)
+{
+ static int c, c2;
+
+ 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) {
- static int c2;
-
- 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;
+SphereInFrustum(float x, float y, float z, float radius)
+{
+ static int c2;
+
+ 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;
}