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- ///////////////////////////////////////////////////////////////////////////
- //
- // Copyright (c) 2002-2012, Industrial Light & Magic, a division of Lucas
- // Digital Ltd. LLC
- //
- // All rights reserved.
- //
- // Redistribution and use in source and binary forms, with or without
- // modification, are permitted provided that the following conditions are
- // met:
- // * Redistributions of source code must retain the above copyright
- // notice, this list of conditions and the following disclaimer.
- // * Redistributions in binary form must reproduce the above
- // copyright notice, this list of conditions and the following disclaimer
- // in the documentation and/or other materials provided with the
- // distribution.
- // * Neither the name of Industrial Light & Magic nor the names of
- // its contributors may be used to endorse or promote products derived
- // from this software without specific prior written permission.
- //
- // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
- // "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
- // LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
- // A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
- // OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
- // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
- // LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
- // DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
- // THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
- // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- //
- ///////////////////////////////////////////////////////////////////////////
- #ifndef INCLUDED_IMATHFRUSTUM_H
- #define INCLUDED_IMATHFRUSTUM_H
- #include "ImathVec.h"
- #include "ImathPlane.h"
- #include "ImathLine.h"
- #include "ImathMatrix.h"
- #include "ImathLimits.h"
- #include "ImathFun.h"
- #include "ImathNamespace.h"
- #include "IexMathExc.h"
- IMATH_INTERNAL_NAMESPACE_HEADER_ENTER
- //
- // template class Frustum<T>
- //
- // The frustum is always located with the eye point at the
- // origin facing down -Z. This makes the Frustum class
- // compatable with OpenGL (or anything that assumes a camera
- // looks down -Z, hence with a right-handed coordinate system)
- // but not with RenderMan which assumes the camera looks down
- // +Z. Additional functions are provided for conversion from
- // and from various camera coordinate spaces.
- //
- // nearPlane/farPlane: near/far are keywords used by Microsoft's
- // compiler, so we use nearPlane/farPlane instead to avoid
- // issues.
- template<class T>
- class Frustum
- {
- public:
- Frustum();
- Frustum(const Frustum &);
- Frustum(T nearPlane, T farPlane, T left, T right, T top, T bottom, bool ortho=false);
- Frustum(T nearPlane, T farPlane, T fovx, T fovy, T aspect);
- virtual ~Frustum();
- //--------------------
- // Assignment operator
- //--------------------
- const Frustum & operator = (const Frustum &);
- //--------------------
- // Operators: ==, !=
- //--------------------
-
- bool operator == (const Frustum<T> &src) const;
- bool operator != (const Frustum<T> &src) const;
- //--------------------------------------------------------
- // Set functions change the entire state of the Frustum
- //--------------------------------------------------------
- void set(T nearPlane, T farPlane,
- T left, T right,
- T top, T bottom,
- bool ortho=false);
- void set(T nearPlane, T farPlane, T fovx, T fovy, T aspect);
- //------------------------------------------------------
- // These functions modify an already valid frustum state
- //------------------------------------------------------
- void modifyNearAndFar(T nearPlane, T farPlane);
- void setOrthographic(bool);
- //--------------
- // Access
- //--------------
-
- bool orthographic() const { return _orthographic; }
- T nearPlane() const { return _nearPlane; }
- T hither() const { return _nearPlane; }
- T farPlane() const { return _farPlane; }
- T yon() const { return _farPlane; }
- T left() const { return _left; }
- T right() const { return _right; }
- T bottom() const { return _bottom; }
- T top() const { return _top; }
- //-----------------------------------------------------------------------
- // Sets the planes in p to be the six bounding planes of the frustum, in
- // the following order: top, right, bottom, left, near, far.
- // Note that the planes have normals that point out of the frustum.
- // The version of this routine that takes a matrix applies that matrix
- // to transform the frustum before setting the planes.
- //-----------------------------------------------------------------------
- void planes(Plane3<T> p[6]) const;
- void planes(Plane3<T> p[6], const Matrix44<T> &M) const;
- //----------------------
- // Derived Quantities
- //----------------------
- T fovx() const;
- T fovy() const;
- T aspect() const;
- Matrix44<T> projectionMatrix() const;
- bool degenerate() const;
- //-----------------------------------------------------------------------
- // Takes a rectangle in the screen space (i.e., -1 <= left <= right <= 1
- // and -1 <= bottom <= top <= 1) of this Frustum, and returns a new
- // Frustum whose near clipping-plane window is that rectangle in local
- // space.
- //-----------------------------------------------------------------------
- Frustum<T> window(T left, T right, T top, T bottom) const;
- //----------------------------------------------------------
- // Projection is in screen space / Conversion from Z-Buffer
- //----------------------------------------------------------
- Line3<T> projectScreenToRay( const Vec2<T> & ) const;
- Vec2<T> projectPointToScreen( const Vec3<T> & ) const;
- T ZToDepth(long zval, long min, long max) const;
- T normalizedZToDepth(T zval) const;
- long DepthToZ(T depth, long zmin, long zmax) const;
- T worldRadius(const Vec3<T> &p, T radius) const;
- T screenRadius(const Vec3<T> &p, T radius) const;
- protected:
- Vec2<T> screenToLocal( const Vec2<T> & ) const;
- Vec2<T> localToScreen( const Vec2<T> & ) const;
- protected:
- T _nearPlane;
- T _farPlane;
- T _left;
- T _right;
- T _top;
- T _bottom;
- bool _orthographic;
- };
- template<class T>
- inline Frustum<T>::Frustum()
- {
- set(T (0.1),
- T (1000.0),
- T (-1.0),
- T (1.0),
- T (1.0),
- T (-1.0),
- false);
- }
- template<class T>
- inline Frustum<T>::Frustum(const Frustum &f)
- {
- *this = f;
- }
- template<class T>
- inline Frustum<T>::Frustum(T n, T f, T l, T r, T t, T b, bool o)
- {
- set(n,f,l,r,t,b,o);
- }
- template<class T>
- inline Frustum<T>::Frustum(T nearPlane, T farPlane, T fovx, T fovy, T aspect)
- {
- set(nearPlane,farPlane,fovx,fovy,aspect);
- }
- template<class T>
- Frustum<T>::~Frustum()
- {
- }
- template<class T>
- const Frustum<T> &
- Frustum<T>::operator = (const Frustum &f)
- {
- _nearPlane = f._nearPlane;
- _farPlane = f._farPlane;
- _left = f._left;
- _right = f._right;
- _top = f._top;
- _bottom = f._bottom;
- _orthographic = f._orthographic;
- return *this;
- }
- template <class T>
- bool
- Frustum<T>::operator == (const Frustum<T> &src) const
- {
- return
- _nearPlane == src._nearPlane &&
- _farPlane == src._farPlane &&
- _left == src._left &&
- _right == src._right &&
- _top == src._top &&
- _bottom == src._bottom &&
- _orthographic == src._orthographic;
- }
- template <class T>
- inline bool
- Frustum<T>::operator != (const Frustum<T> &src) const
- {
- return !operator== (src);
- }
- template<class T>
- void Frustum<T>::set(T n, T f, T l, T r, T t, T b, bool o)
- {
- _nearPlane = n;
- _farPlane = f;
- _left = l;
- _right = r;
- _bottom = b;
- _top = t;
- _orthographic = o;
- }
- template<class T>
- void Frustum<T>::modifyNearAndFar(T n, T f)
- {
- if ( _orthographic )
- {
- _nearPlane = n;
- }
- else
- {
- Line3<T> lowerLeft( Vec3<T>(0,0,0), Vec3<T>(_left,_bottom,-_nearPlane) );
- Line3<T> upperRight( Vec3<T>(0,0,0), Vec3<T>(_right,_top,-_nearPlane) );
- Plane3<T> nearPlane( Vec3<T>(0,0,-1), n );
- Vec3<T> ll,ur;
- nearPlane.intersect(lowerLeft,ll);
- nearPlane.intersect(upperRight,ur);
- _left = ll.x;
- _right = ur.x;
- _top = ur.y;
- _bottom = ll.y;
- _nearPlane = n;
- _farPlane = f;
- }
- _farPlane = f;
- }
- template<class T>
- void Frustum<T>::setOrthographic(bool ortho)
- {
- _orthographic = ortho;
- }
- template<class T>
- void Frustum<T>::set(T nearPlane, T farPlane, T fovx, T fovy, T aspect)
- {
- if (fovx != 0 && fovy != 0)
- throw IEX_NAMESPACE::ArgExc ("fovx and fovy cannot both be non-zero.");
- const T two = static_cast<T>(2);
- if (fovx != 0)
- {
- _right = nearPlane * Math<T>::tan(fovx / two);
- _left = -_right;
- _top = ((_right - _left) / aspect) / two;
- _bottom = -_top;
- }
- else
- {
- _top = nearPlane * Math<T>::tan(fovy / two);
- _bottom = -_top;
- _right = (_top - _bottom) * aspect / two;
- _left = -_right;
- }
- _nearPlane = nearPlane;
- _farPlane = farPlane;
- _orthographic = false;
- }
- template<class T>
- T Frustum<T>::fovx() const
- {
- return Math<T>::atan2(_right,_nearPlane) - Math<T>::atan2(_left,_nearPlane);
- }
- template<class T>
- T Frustum<T>::fovy() const
- {
- return Math<T>::atan2(_top,_nearPlane) - Math<T>::atan2(_bottom,_nearPlane);
- }
- template<class T>
- T Frustum<T>::aspect() const
- {
- T rightMinusLeft = _right-_left;
- T topMinusBottom = _top-_bottom;
- if (abs(topMinusBottom) < 1 &&
- abs(rightMinusLeft) > limits<T>::max() * abs(topMinusBottom))
- {
- throw IEX_NAMESPACE::DivzeroExc ("Bad viewing frustum: "
- "aspect ratio cannot be computed.");
- }
- return rightMinusLeft / topMinusBottom;
- }
- template<class T>
- Matrix44<T> Frustum<T>::projectionMatrix() const
- {
- T rightPlusLeft = _right+_left;
- T rightMinusLeft = _right-_left;
- T topPlusBottom = _top+_bottom;
- T topMinusBottom = _top-_bottom;
- T farPlusNear = _farPlane+_nearPlane;
- T farMinusNear = _farPlane-_nearPlane;
- if ((abs(rightMinusLeft) < 1 &&
- abs(rightPlusLeft) > limits<T>::max() * abs(rightMinusLeft)) ||
- (abs(topMinusBottom) < 1 &&
- abs(topPlusBottom) > limits<T>::max() * abs(topMinusBottom)) ||
- (abs(farMinusNear) < 1 &&
- abs(farPlusNear) > limits<T>::max() * abs(farMinusNear)))
- {
- throw IEX_NAMESPACE::DivzeroExc ("Bad viewing frustum: "
- "projection matrix cannot be computed.");
- }
- if ( _orthographic )
- {
- T tx = -rightPlusLeft / rightMinusLeft;
- T ty = -topPlusBottom / topMinusBottom;
- T tz = -farPlusNear / farMinusNear;
- if ((abs(rightMinusLeft) < 1 &&
- 2 > limits<T>::max() * abs(rightMinusLeft)) ||
- (abs(topMinusBottom) < 1 &&
- 2 > limits<T>::max() * abs(topMinusBottom)) ||
- (abs(farMinusNear) < 1 &&
- 2 > limits<T>::max() * abs(farMinusNear)))
- {
- throw IEX_NAMESPACE::DivzeroExc ("Bad viewing frustum: "
- "projection matrix cannot be computed.");
- }
- T A = 2 / rightMinusLeft;
- T B = 2 / topMinusBottom;
- T C = -2 / farMinusNear;
- return Matrix44<T>( A, 0, 0, 0,
- 0, B, 0, 0,
- 0, 0, C, 0,
- tx, ty, tz, 1.f );
- }
- else
- {
- T A = rightPlusLeft / rightMinusLeft;
- T B = topPlusBottom / topMinusBottom;
- T C = -farPlusNear / farMinusNear;
- T farTimesNear = -2 * _farPlane * _nearPlane;
- if (abs(farMinusNear) < 1 &&
- abs(farTimesNear) > limits<T>::max() * abs(farMinusNear))
- {
- throw IEX_NAMESPACE::DivzeroExc ("Bad viewing frustum: "
- "projection matrix cannot be computed.");
- }
- T D = farTimesNear / farMinusNear;
- T twoTimesNear = 2 * _nearPlane;
- if ((abs(rightMinusLeft) < 1 &&
- abs(twoTimesNear) > limits<T>::max() * abs(rightMinusLeft)) ||
- (abs(topMinusBottom) < 1 &&
- abs(twoTimesNear) > limits<T>::max() * abs(topMinusBottom)))
- {
- throw IEX_NAMESPACE::DivzeroExc ("Bad viewing frustum: "
- "projection matrix cannot be computed.");
- }
- T E = twoTimesNear / rightMinusLeft;
- T F = twoTimesNear / topMinusBottom;
- return Matrix44<T>( E, 0, 0, 0,
- 0, F, 0, 0,
- A, B, C, -1,
- 0, 0, D, 0 );
- }
- }
- template<class T>
- bool Frustum<T>::degenerate() const
- {
- return (_nearPlane == _farPlane) ||
- (_left == _right) ||
- (_top == _bottom);
- }
- template<class T>
- Frustum<T> Frustum<T>::window(T l, T r, T t, T b) const
- {
- // move it to 0->1 space
- Vec2<T> bl = screenToLocal( Vec2<T>(l,b) );
- Vec2<T> tr = screenToLocal( Vec2<T>(r,t) );
- return Frustum<T>(_nearPlane, _farPlane, bl.x, tr.x, tr.y, bl.y, _orthographic);
- }
- template<class T>
- Vec2<T> Frustum<T>::screenToLocal(const Vec2<T> &s) const
- {
- return Vec2<T>( _left + (_right-_left) * (1.f+s.x) / 2.f,
- _bottom + (_top-_bottom) * (1.f+s.y) / 2.f );
- }
- template<class T>
- Vec2<T> Frustum<T>::localToScreen(const Vec2<T> &p) const
- {
- T leftPlusRight = _left - T (2) * p.x + _right;
- T leftMinusRight = _left-_right;
- T bottomPlusTop = _bottom - T (2) * p.y + _top;
- T bottomMinusTop = _bottom-_top;
- if ((abs(leftMinusRight) < T (1) &&
- abs(leftPlusRight) > limits<T>::max() * abs(leftMinusRight)) ||
- (abs(bottomMinusTop) < T (1) &&
- abs(bottomPlusTop) > limits<T>::max() * abs(bottomMinusTop)))
- {
- throw IEX_NAMESPACE::DivzeroExc
- ("Bad viewing frustum: "
- "local-to-screen transformation cannot be computed");
- }
- return Vec2<T>( leftPlusRight / leftMinusRight,
- bottomPlusTop / bottomMinusTop );
- }
- template<class T>
- Line3<T> Frustum<T>::projectScreenToRay(const Vec2<T> &p) const
- {
- Vec2<T> point = screenToLocal(p);
- if (orthographic())
- return Line3<T>( Vec3<T>(point.x,point.y, 0.0),
- Vec3<T>(point.x,point.y,-1.0));
- else
- return Line3<T>( Vec3<T>(0, 0, 0), Vec3<T>(point.x,point.y,-_nearPlane));
- }
- template<class T>
- Vec2<T> Frustum<T>::projectPointToScreen(const Vec3<T> &point) const
- {
- if (orthographic() || point.z == T (0))
- return localToScreen( Vec2<T>( point.x, point.y ) );
- else
- return localToScreen( Vec2<T>( point.x * _nearPlane / -point.z,
- point.y * _nearPlane / -point.z ) );
- }
- template<class T>
- T Frustum<T>::ZToDepth(long zval,long zmin,long zmax) const
- {
- int zdiff = zmax - zmin;
- if (zdiff == 0)
- {
- throw IEX_NAMESPACE::DivzeroExc
- ("Bad call to Frustum::ZToDepth: zmax == zmin");
- }
- if ( zval > zmax+1 ) zval -= zdiff;
- T fzval = (T(zval) - T(zmin)) / T(zdiff);
- return normalizedZToDepth(fzval);
- }
- template<class T>
- T Frustum<T>::normalizedZToDepth(T zval) const
- {
- T Zp = zval * 2.0 - 1;
- if ( _orthographic )
- {
- return -(Zp*(_farPlane-_nearPlane) + (_farPlane+_nearPlane))/2;
- }
- else
- {
- T farTimesNear = 2 * _farPlane * _nearPlane;
- T farMinusNear = Zp * (_farPlane - _nearPlane) - _farPlane - _nearPlane;
- if (abs(farMinusNear) < 1 &&
- abs(farTimesNear) > limits<T>::max() * abs(farMinusNear))
- {
- throw IEX_NAMESPACE::DivzeroExc
- ("Frustum::normalizedZToDepth cannot be computed. The "
- "near and far clipping planes of the viewing frustum "
- "may be too close to each other");
- }
- return farTimesNear / farMinusNear;
- }
- }
- template<class T>
- long Frustum<T>::DepthToZ(T depth,long zmin,long zmax) const
- {
- long zdiff = zmax - zmin;
- T farMinusNear = _farPlane-_nearPlane;
- if ( _orthographic )
- {
- T farPlusNear = 2*depth + _farPlane + _nearPlane;
- if (abs(farMinusNear) < 1 &&
- abs(farPlusNear) > limits<T>::max() * abs(farMinusNear))
- {
- throw IEX_NAMESPACE::DivzeroExc
- ("Bad viewing frustum: near and far clipping planes "
- "are too close to each other");
- }
- T Zp = -farPlusNear/farMinusNear;
- return long(0.5*(Zp+1)*zdiff) + zmin;
- }
- else
- {
- // Perspective
- T farTimesNear = 2*_farPlane*_nearPlane;
- if (abs(depth) < 1 &&
- abs(farTimesNear) > limits<T>::max() * abs(depth))
- {
- throw IEX_NAMESPACE::DivzeroExc
- ("Bad call to DepthToZ function: value of `depth' "
- "is too small");
- }
- T farPlusNear = farTimesNear/depth + _farPlane + _nearPlane;
- if (abs(farMinusNear) < 1 &&
- abs(farPlusNear) > limits<T>::max() * abs(farMinusNear))
- {
- throw IEX_NAMESPACE::DivzeroExc
- ("Bad viewing frustum: near and far clipping planes "
- "are too close to each other");
- }
- T Zp = farPlusNear/farMinusNear;
- return long(0.5*(Zp+1)*zdiff) + zmin;
- }
- }
- template<class T>
- T Frustum<T>::screenRadius(const Vec3<T> &p, T radius) const
- {
- // Derivation:
- // Consider X-Z plane.
- // X coord of projection of p = xp = p.x * (-_nearPlane / p.z)
- // Let q be p + (radius, 0, 0).
- // X coord of projection of q = xq = (p.x - radius) * (-_nearPlane / p.z)
- // X coord of projection of segment from p to q = r = xp - xq
- // = radius * (-_nearPlane / p.z)
- // A similar analysis holds in the Y-Z plane.
- // So r is the quantity we want to return.
- if (abs(p.z) > 1 || abs(-_nearPlane) < limits<T>::max() * abs(p.z))
- {
- return radius * (-_nearPlane / p.z);
- }
- else
- {
- throw IEX_NAMESPACE::DivzeroExc
- ("Bad call to Frustum::screenRadius: the magnitude of `p' "
- "is too small");
- }
- return radius * (-_nearPlane / p.z);
- }
- template<class T>
- T Frustum<T>::worldRadius(const Vec3<T> &p, T radius) const
- {
- if (abs(-_nearPlane) > 1 || abs(p.z) < limits<T>::max() * abs(-_nearPlane))
- {
- return radius * (p.z / -_nearPlane);
- }
- else
- {
- throw IEX_NAMESPACE::DivzeroExc
- ("Bad viewing frustum: the near clipping plane is too "
- "close to zero");
- }
- }
- template<class T>
- void Frustum<T>::planes(Plane3<T> p[6]) const
- {
- //
- // Plane order: Top, Right, Bottom, Left, Near, Far.
- // Normals point outwards.
- //
- if (! _orthographic)
- {
- Vec3<T> a( _left, _bottom, -_nearPlane);
- Vec3<T> b( _left, _top, -_nearPlane);
- Vec3<T> c( _right, _top, -_nearPlane);
- Vec3<T> d( _right, _bottom, -_nearPlane);
- Vec3<T> o(0,0,0);
- p[0].set( o, c, b );
- p[1].set( o, d, c );
- p[2].set( o, a, d );
- p[3].set( o, b, a );
- }
- else
- {
- p[0].set( Vec3<T>( 0, 1, 0), _top );
- p[1].set( Vec3<T>( 1, 0, 0), _right );
- p[2].set( Vec3<T>( 0,-1, 0),-_bottom );
- p[3].set( Vec3<T>(-1, 0, 0),-_left );
- }
- p[4].set( Vec3<T>(0, 0, 1), -_nearPlane );
- p[5].set( Vec3<T>(0, 0,-1), _farPlane );
- }
- template<class T>
- void Frustum<T>::planes(Plane3<T> p[6], const Matrix44<T> &M) const
- {
- //
- // Plane order: Top, Right, Bottom, Left, Near, Far.
- // Normals point outwards.
- //
- Vec3<T> a = Vec3<T>( _left, _bottom, -_nearPlane) * M;
- Vec3<T> b = Vec3<T>( _left, _top, -_nearPlane) * M;
- Vec3<T> c = Vec3<T>( _right, _top, -_nearPlane) * M;
- Vec3<T> d = Vec3<T>( _right, _bottom, -_nearPlane) * M;
- if (! _orthographic)
- {
- double s = _farPlane / double(_nearPlane);
- T farLeft = (T) (s * _left);
- T farRight = (T) (s * _right);
- T farTop = (T) (s * _top);
- T farBottom = (T) (s * _bottom);
- Vec3<T> e = Vec3<T>( farLeft, farBottom, -_farPlane) * M;
- Vec3<T> f = Vec3<T>( farLeft, farTop, -_farPlane) * M;
- Vec3<T> g = Vec3<T>( farRight, farTop, -_farPlane) * M;
- Vec3<T> o = Vec3<T>(0,0,0) * M;
- p[0].set( o, c, b );
- p[1].set( o, d, c );
- p[2].set( o, a, d );
- p[3].set( o, b, a );
- p[4].set( a, d, c );
- p[5].set( e, f, g );
- }
- else
- {
- Vec3<T> e = Vec3<T>( _left, _bottom, -_farPlane) * M;
- Vec3<T> f = Vec3<T>( _left, _top, -_farPlane) * M;
- Vec3<T> g = Vec3<T>( _right, _top, -_farPlane) * M;
- Vec3<T> h = Vec3<T>( _right, _bottom, -_farPlane) * M;
- p[0].set( c, g, f );
- p[1].set( d, h, g );
- p[2].set( a, e, h );
- p[3].set( b, f, e );
- p[4].set( a, d, c );
- p[5].set( e, f, g );
- }
- }
- typedef Frustum<float> Frustumf;
- typedef Frustum<double> Frustumd;
- IMATH_INTERNAL_NAMESPACE_HEADER_EXIT
- #if defined _WIN32 || defined _WIN64
- #ifdef _redef_near
- #define near
- #endif
- #ifdef _redef_far
- #define far
- #endif
- #endif
- #endif // INCLUDED_IMATHFRUSTUM_H
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