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openrw/rwengine/include/render/ViewFrustum.hpp
Daniel Evans ba7eb63941 Refactor and cleanup camera control.
rwengine
+ Make renderWorld() take a ViewCamera parameter.
+ add rotation and getView to ViewCamera
+ correct directions for vehicle and character movement.

rwgame
+ Remove GenericState
+ Add State::getCamera() to control the ViewCamera used for rendering
+ Clean up state camera control
+ Remove now unused view parameters from main
2014-08-12 21:15:26 +01:00

68 lines
1.2 KiB
C++

#ifndef _VIEWFRUSTUM_HPP_
#define _VIEWFRUSTUM_HPP_
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
class ViewFrustum
{
public:
class ViewPlane
{
public:
glm::vec3 normal;
float distance;
};
float near;
float far;
float fov;
float aspectRatio;
ViewPlane planes[6];
ViewFrustum(float near, float far, float fov, float aspect)
: near(near), far(far), fov(fov), aspectRatio(aspect)
{
}
glm::mat4 projection()
{
return glm::perspective(fov / aspectRatio, aspectRatio, near, far);
}
void update(const glm::mat4& proj)
{
for(size_t i = 0; i < 6; ++i)
{
float sign = (i%2==0) ? 1.f : -1.f;
int r = i / 2;
planes[i].normal.x = proj[0][3] + proj[0][r] * sign;
planes[i].normal.y = proj[1][3] + proj[1][r] * sign;
planes[i].normal.z = proj[2][3] + proj[2][r] * sign;
planes[i].distance = proj[3][3] + proj[3][r] * sign;
auto l = glm::length(planes[i].normal);
planes[i].normal /= l;
planes[i].distance /= l;
}
}
bool intersects(glm::vec3 center, float radius)
{
float d;
bool result = true;
for(size_t i = 0; i < 6; ++i)
{
d = glm::dot(planes[i].normal, center) + planes[i].distance;
if( d < -radius ) result = false;
}
return result;
}
};
#endif