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110 lines
3.8 KiB
C++
110 lines
3.8 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef NL_FRUSTUM_H
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#define NL_FRUSTUM_H
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#include "nel/misc/types_nl.h"
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#include "nel/misc/vector.h"
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namespace NL3D
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{
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using NLMISC::CVector;
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// ***************************************************************************
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/**
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* A Screen frustum, perspective or orthogonal. No default ctor. Useful for camera.
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* \author Lionel Berenguier
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* \author Nevrax France
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* \date 2000
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*/
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class CFrustum
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{
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public:
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/// NB: znear and zfar must be >0 (if perspective).
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float Left, Right, Bottom, Top, Near, Far;
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bool Perspective;
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/// Un-initialized frustum.
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CFrustum()
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{
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}
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/// ctor.
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CFrustum(float left, float right, float bottom, float top, float znear, float zfar, bool perspective= true)
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{
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init( left, right, bottom, top, znear, zfar, perspective);
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}
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/// Init a frustum.
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void init(float left, float right, float bottom, float top, float znear, float zfar, bool perspective= true);
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/// Init a centered frustum.
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void init(float width, float height, float znear, float zfar, bool perspective= true);
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/** Setup a perspective frustum, giving a fov in radians.
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* \param fov the horizontal angle of view, in radians. (Pi/2 as example)
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* \param aspectRatio the ratio horizontal/vertical (1.33 as example).
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* \param znear the front clipping plane distance.
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* \param zfar the back clipping plane distance.
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*/
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void initPerspective(float fov, float aspectRatio, float znear, float zfar);
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/// Get the value of the frustum.
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void getValues(float &left, float &right, float &bottom, float &top, float &znear, float &zfar) const;
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/** project a vector (x,y,z) onto frustum.
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* \param vec the point in 3D frustum space. Axis is NL3D axis: Xright, Yfront, Ztop.
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* \return the point in 2D: Xright, Ytop, Z=0. Screen is mapped to X:[0..1], Y: [0..1].
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*/
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CVector project(const CVector &vec) const;
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/** project a vector (x,y,z) onto frustum.
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* \param vec the point in 3D frustum space. Axis is NL3D axis: Xright, Yfront, Ztop.
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* \return the point in 2D: Xright, Ytop, Z=0. Screen is mapped to X:[0..1], Y: [0..1] Z is a positive screen depth in world units.
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*/
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CVector projectZ(const CVector &vec) const;
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/** unproject a point from screen to the frustum space.
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* \param vec the point on the screen, in Left hand axis (XRight, YTop, ZFront). Z must be in [0..1] and hyperbolic.
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* \return the point in the frustum space (NL3D right hand axis).
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*/
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CVector unProject(const CVector &vec) const;
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/** unproject a point from screen to the frustum space.
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* \param vec the point on the screen, in Left hand axis (XRight, YTop, ZFront). Z is a positive depth in world unit.
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* \return the point in the frustum space (NL3D right hand axis).
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*/
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CVector unProjectZ(const CVector &vec) const;
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/** return the aspect ration of this frustum. this is simply (Right-Left)/(Top-Bottom)
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*/
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float getAspectRatio() const;
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};
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} // NL3D
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#endif // NL_FRUSTUM_H
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/* End of frustum.h */
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