Vector3 Camera::project(const Vector3 &p) const
{
- return project(Vector4(p.x, p.y, p.z, 1.0));
+ return project(compose(p, 1.0f));
}
Vector4 Camera::unproject(const Vector4 &p) const
Vector3 Camera::unproject(const Vector3 &p) const
{
- return unproject(Vector4(p.x, p.y, p.z, 1.0f)).slice<3>(0);
+ return unproject(compose(p, 1.0f)).slice<3>(0);
+}
+
+bool Camera::is_in_frustum(const Renderable &renderable) const
+{
+ const Matrix *rmatrix = renderable.get_matrix();
+ const Geometry::BoundingSphere<float, 3> *bsphere = renderable.get_bounding_sphere();
+ if(!rmatrix || !bsphere)
+ return true;
+
+ Vector4 center = *rmatrix*compose(bsphere->get_center(), 1.0f);
+ Vector3 x_axis = (rmatrix->column(0)*bsphere->get_radius()).slice<3>(0);
+ float radius_sq = inner_product(x_axis, x_axis);
+
+ for(unsigned i=0; i<6; ++i)
+ {
+ float distance = inner_product(center, frustum_planes[i]);
+ if(distance<0 && distance*distance>radius_sq)
+ return false;
+ }
+
+ return true;
}
void Camera::update_projection_matrix()
{
- float frustum_h = (fov!=Geometry::Angle<float>::zero() ? tan(fov/2.0f)*clip_near : height/2);
+ float frustum_h = (is_orthographic() ? height/2 : tan(fov/2.0f)*clip_near);
float frustum_w = frustum_h*aspect;
float left = frustum_w*(frustum_x-1.0f);
float right = frustum_w*(frustum_x+1.0f);
float bottom = frustum_h*(frustum_y-1.0f);
float top = frustum_h*(frustum_y+1.0f);
- if(fov>Geometry::Angle<float>::zero())
- proj_matrix = Matrix::frustum(left, right, bottom, top, clip_near, clip_far);
- else
+ if(is_orthographic())
proj_matrix = Matrix::ortho(left, right, bottom, top, clip_near, clip_far);
+ else
+ proj_matrix = Matrix::frustum(left, right, bottom, top, clip_near, clip_far);
proj_matrix = Matrix::rotation(rotate, Vector3(0, 0, 1))*proj_matrix;
shdata.uniform("clip_eye_matrix", proj_matrix);
shdata.uniform("eye_clip_matrix", invert(proj_matrix));
+
+ update_frustum_planes();
}
void Camera::update_object_matrix()
shdata.uniform("world_eye_matrix", matrix);
shdata.uniform("eye_world_matrix", view_matrix);
+
+ update_frustum_planes();
+}
+
+void Camera::update_frustum_planes()
+{
+ // TODO Handle off-center and rotated frustums
+ if(is_orthographic())
+ {
+ frustum_planes[0] = Vector4(0, 1, 0, height);
+ frustum_planes[1] = Vector4(0, -1, 0, height);
+
+ frustum_planes[2] = Vector4(1, 0, 0, height*aspect);
+ frustum_planes[3] = Vector4(-1, 0, 0, height*aspect);
+ }
+ else
+ {
+ float y = tan(fov/2.0f);
+ float s = sqrt(y*y+1);
+ frustum_planes[0] = Vector4(0, 1/s, -y/s, 0);
+ frustum_planes[1] = Vector4(0, -1/s, -y/s, 0);
+
+ float x = y*aspect;
+ s = sqrt(x*x+1);
+ frustum_planes[2] = Vector4(1/s, 0, -x/s, 0);
+ frustum_planes[3] = Vector4(-1/s, 0, -x/s, 0);
+ }
+
+ frustum_planes[4] = Vector4(0, 0, 1, clip_far);
+ frustum_planes[5] = Vector4(0, 0, -1, -clip_near);
+
+ for(unsigned i=0; i<6; ++i)
+ {
+ Vector3 normal = frustum_planes[i].slice<3>(0);
+ normal = (matrix*compose(normal, 0.0f)).slice<3>(0);
+ frustum_planes[i] = compose(normal, frustum_planes[i].w-dot(normal, matrix.column(3).slice<3>(0)));
+ }
}
void Camera::set_debug_name(const string &name)