#include "math/Frustum.hpp" Core::Frustum::Frustum(float fieldOfView, float nearClip_, float farClip_) : projection(), planes(), tan(Core::Math::tan(Core::Math::degreeToRadian(fieldOfView) * 0.5f)), nearClip(nearClip_), farClip(farClip_) { float diff = 1.0f / (nearClip - farClip); projection.set(1, Vector4(0.0f, 1.0f / tan, 0.0f, 0.0f)); projection.set(2, Vector4(0.0f, 0.0f, (nearClip + farClip) * diff, (2.0f * nearClip * farClip) * diff)); projection.set(3, Vector4(0.0f, 0.0f, -1.0f, 0.0f)); } const Core::Matrix& Core::Frustum::updateProjection(const IntVector2& size) { projection.set(0, Vector4(static_cast(size[1]) / (tan * static_cast(size[0])), 0.0f, 0.0f, 0.0f)); return projection; } void Core::Frustum::updatePlanes(const Vector3& pos, const Vector3& right, const Vector3& up, const Vector3& front, const IntVector2& size) { float aspect = static_cast(size[0]) / static_cast(size[1]); float hNearHeight = tan * nearClip; float hNearWidth = hNearHeight * aspect; float hFarHeight = tan * farClip; float hFarWidth = hFarHeight * aspect; Vector3 fCenter = pos + front * farClip; Vector3 fTopLeft = fCenter + (up * hFarHeight) - (right * hFarWidth); Vector3 fTopRight = fCenter + (up * hFarHeight) + (right * hFarWidth); Vector3 fBottomRight = fCenter - (up * hFarHeight) + (right * hFarWidth); Vector3 nCenter = pos + front * nearClip; Vector3 nTopLeft = nCenter + (up * hNearHeight) - (right * hNearWidth); Vector3 nBottomLeft = nCenter - (up * hNearHeight) - (right * hNearWidth); Vector3 nBottomRight = nCenter - (up * hNearHeight) + (right * hNearWidth); planes[0] = Plane(nBottomRight, nTopLeft, nBottomLeft); // n plane planes[1] = Plane(fTopRight, fBottomRight, fTopLeft); // f plane planes[2] = Plane(nBottomRight, nBottomLeft, fBottomRight); // bottom plane planes[3] = Plane(fTopLeft, nTopLeft, fTopRight); // top plane planes[4] = Plane(nBottomLeft, nTopLeft, fTopLeft); // left plane planes[5] = Plane(fBottomRight, fTopRight, nBottomRight); // right plane } bool Core::Frustum::isInside(const Vector3& pos) const { for(const Plane& p : planes) { if(p.getSignedDistance(pos) < 0.0f) { return false; } } return true; } bool Core::Frustum::isInside(const Vector3& pos, float radius) const { for(const Plane& p : planes) { if(p.getSignedDistance(pos) < -radius) { return false; } } return true; }