![]() |
XII Release 0.1.0
|
Represents the frustum of some camera and can be used for culling objects. More...
#include <Frustum.h>
Public Member Functions | |
xiiFrustum () | |
The constructor does NOT initialize the frustum planes, make sure to call SetFrustum() before trying to use it. | |
const xiiPlane & | GetPlane (xiiUInt8 uiPlane) const |
Returns the n-th plane of the frustum. | |
xiiPlane & | AccessPlane (xiiUInt8 uiPlane) |
Returns the n-th plane of the frustum and allows modification. | |
bool | IsValid () const |
Checks that all planes are valid. | |
void | TransformFrustum (const xiiMat4 &mTransform) |
Transforms the frustum by the given matrix. This allows to adjust the frustum to a new orientation when a camera is moved or when it is necessary to cull from a different position. | |
xiiFrustum | GetTransformedFrustum (const xiiMat4 &mTransform) const |
Returns frustum transformed by given matrix. | |
void | InvertFrustum () |
Flips all frustum planes around. Might be necessary after creating the frustum from a mirror projection matrix. | |
xiiResult | ComputeCornerPoints (xiiVec3 out_pPoints[FrustumCorner::CORNER_COUNT]) const |
Computes the frustum corner points. | |
xiiVolumePosition::Enum | GetObjectPosition (const xiiVec3 *pVertices, xiiUInt32 uiNumVertices) const |
Checks whether the given object is inside or outside the frustum. | |
xiiVolumePosition::Enum | GetObjectPosition (const xiiVec3 *pVertices, xiiUInt32 uiNumVertices, const xiiMat4 &mObjectTransform) const |
Same as GetObjectPosition(), but applies a transformation to the given object first. This allows to do culling on instanced objects. | |
xiiVolumePosition::Enum | GetObjectPosition (const xiiBoundingSphere &sphere) const |
Checks whether the given object is inside or outside the frustum. | |
xiiVolumePosition::Enum | GetObjectPosition (const xiiBoundingBox &box) const |
Checks whether the given object is inside or outside the frustum. | |
bool | Overlaps (const xiiSimdBBox &object) const |
Returns true if the object is fully inside the frustum or partially overlaps it. Returns false when the object is fully outside the frustum. | |
bool | Overlaps (const xiiSimdBSphere &object) const |
Returns true if the object is fully inside the frustum or partially overlaps it. Returns false when the object is fully outside the frustum. | |
Static Public Member Functions | |
static xiiFrustum | MakeInvalid () |
Returns an invalid frustum with all planes set to zero. | |
static xiiFrustum | MakeFromPlanes (const xiiPlane *pPlanes) |
Sets the frustum manually by specifying the planes directly. | |
static xiiResult | TryMakeFromPlanes (xiiFrustum &out_frustum, const xiiPlane *pPlanes) |
Sets the frustum manually by specifying the planes directly. | |
static xiiFrustum | MakeFromMVP (const xiiMat4 &mModelViewProjection, xiiClipSpaceDepthRange::Enum depthRange=xiiClipSpaceDepthRange::Default, xiiHandedness::Enum handedness=xiiHandedness::Default) |
Creates the frustum by extracting the planes from the given (model-view / projection) matrix. | |
static xiiResult | TryMakeFromMVP (xiiFrustum &out_frustum, const xiiMat4 &mModelViewProjection, xiiClipSpaceDepthRange::Enum depthRange=xiiClipSpaceDepthRange::Default, xiiHandedness::Enum handedness=xiiHandedness::Default) |
Creates the frustum by extracting the planes from the given (model-view / projection) matrix. | |
static xiiFrustum | MakeFromFOV (const xiiVec3 &vPosition, const xiiVec3 &vForwards, const xiiVec3 &vUp, xiiAngle fovX, xiiAngle fovY, float fNearPlane, float fFarPlane) |
Creates a frustum from the given camera position, direction vectors and the field-of-view along X and Y. | |
static xiiResult | TryMakeFromFOV (xiiFrustum &out_frustum, const xiiVec3 &vPosition, const xiiVec3 &vForwards, const xiiVec3 &vUp, xiiAngle fovX, xiiAngle fovY, float fNearPlane, float fFarPlane) |
Creates a frustum from the given camera position, direction vectors and the field-of-view along X and Y. | |
static xiiFrustum | MakeFromCorners (const xiiVec3 pCorners[FrustumCorner::CORNER_COUNT]) |
Creates a frustum from 8 corner points. | |
static xiiResult | TryMakeFromCorners (xiiFrustum &out_frustum, const xiiVec3 pCorners[FrustumCorner::CORNER_COUNT]) |
Creates a frustum from 8 corner points. | |
Represents the frustum of some camera and can be used for culling objects.
The frustum always consists of exactly 6 planes (near, far, left, right, top, bottom).
The frustum planes point outwards, ie. when an object is in front of one of the planes, it is considered to be outside the frustum.
Planes can be automatically extracted from a projection matrix or passed in manually. In the latter case, make sure to pass them in in the order defined in the PlaneType enum.
Computes the frustum corner points.
Note: If the frustum contains an infinite far plane, the far plane corners (out_points[4..7]) will be at infinity.
xiiVolumePosition::Enum xiiFrustum::GetObjectPosition | ( | const xiiBoundingBox & | box | ) | const |
Checks whether the given object is inside or outside the frustum.
xiiVolumePosition::Enum xiiFrustum::GetObjectPosition | ( | const xiiBoundingSphere & | sphere | ) | const |
Checks whether the given object is inside or outside the frustum.
xiiVolumePosition::Enum xiiFrustum::GetObjectPosition | ( | const xiiVec3 * | pVertices, |
xiiUInt32 | uiNumVertices ) const |
Checks whether the given object is inside or outside the frustum.
A concave object might be classified as 'intersecting' although it is outside the frustum, if it overlaps the planes just right. However an object that overlaps the frustum is definitely never classified as 'outside'.
xiiVolumePosition::Enum xiiFrustum::GetObjectPosition | ( | const xiiVec3 * | pVertices, |
xiiUInt32 | uiNumVertices, | ||
const xiiMat4 & | mObjectTransform ) const |
Same as GetObjectPosition(), but applies a transformation to the given object first. This allows to do culling on instanced objects.
|
staticnodiscard |
Creates a frustum from 8 corner points.
Asserts that the frustum is valid after construction. Thus the given points must form a proper frustum.
|
staticnodiscard |
Creates a frustum from the given camera position, direction vectors and the field-of-view along X and Y.
The up vector does not need to be exactly orthogonal to the forwards vector, it will get recomputed properly. FOV X and Y define the entire field-of-view, so a FOV of 180 degree would mean the entire half-space in front of the camera.
|
staticnodiscard |
Creates the frustum by extracting the planes from the given (model-view / projection) matrix.
If the matrix is just the projection matrix, the frustum will be in local space. Pass the full ModelViewProjection matrix to create the frustum in world-space. If the projection matrix contained in ModelViewProjection is an infinite plane projection matrix, the resulting frustum will yield a far plane with infinite distance.
|
staticnodiscard |
Sets the frustum manually by specifying the planes directly.
XII_FORCE_INLINE bool xiiFrustum::Overlaps | ( | const xiiSimdBBox & | object | ) | const |
Returns true if the object is fully inside the frustum or partially overlaps it. Returns false when the object is fully outside the frustum.
This function is more efficient than GetObjectPosition() and should be preferred when possible.
XII_FORCE_INLINE bool xiiFrustum::Overlaps | ( | const xiiSimdBSphere & | object | ) | const |
Returns true if the object is fully inside the frustum or partially overlaps it. Returns false when the object is fully outside the frustum.
This function is more efficient than GetObjectPosition() and should be preferred when possible.
|
staticnodiscard |
Creates a frustum from 8 corner points.
Returns XII_SUCESS with a valid outFrustum if the operation was successful and XII_FAILURE otherwise.
|
staticnodiscard |
Creates a frustum from the given camera position, direction vectors and the field-of-view along X and Y.
The up vector does not need to be exactly orthogonal to the forwards vector, it will get recomputed properly. FOV X and Y define the entire field-of-view, so a FOV of 180 degree would mean the entire half-space in front of the camera.
Returns XII_SUCESS with a valid outFrustum if the operation was successful and XII_FAILURE otherwise.
|
staticnodiscard |
Creates the frustum by extracting the planes from the given (model-view / projection) matrix.
If the matrix is just the projection matrix, the frustum will be in local space. Pass the full ModelViewProjection matrix to create the frustum in world-space. If the projection matrix contained in ModelViewProjection is an infinite plane projection matrix, the resulting frustum will yield a far plane with infinite distance.
Returns XII_SUCESS with a valid outFrustum if the operation was successful and XII_FAILURE otherwise.
|
staticnodiscard |
Sets the frustum manually by specifying the planes directly.
Returns XII_SUCESS with a valid outFrustum if the operation was successful and XII_FAILURE otherwise.