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https://github.com/TorqueGameEngines/Torque3D.git
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apparently templated classes need all functions to be inline, otherwise unresolved symbols macro for switching between matrixf and templated few functions that were missed
81 lines
3 KiB
C++
81 lines
3 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _SGUTIL_H_
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#define _SGUTIL_H_
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#ifndef _PLATFORM_H_
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#include "platform/platform.h"
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#endif
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#ifndef _MPOINT3_H_
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#include "math/mPoint3.h"
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#endif
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class Frustum;
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class RectI;
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#ifndef USE_TEMPLATE_MATRIX
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class MatrixF;
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#else
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template<typename DATA_TYPE, U32 rows, U32 cols> class Matrix;
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typedef Matrix<F32, 4, 4> MatrixF;
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#endif
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class PlaneF;
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struct SGWinding
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{
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Point3F points[32];
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U32 numPoints;
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};
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bool sgComputeNewFrustum(const Frustum &oldFrustum,
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const F64 nearPlane,
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const F64 farPlane,
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const RectI& oldViewport,
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const SGWinding* windings,
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const U32 numWindings,
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const MatrixF& modelview,
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F64 *newFrustum,
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RectI& newViewport,
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const bool flippedMatrix);
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/// Compute frustrum planes.
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///
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/// Frustum parameters are:
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/// - [0] = left
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/// - [1] = right
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/// - [2] = top
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/// - [3] = bottom
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/// - [4] = near
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/// - [5] = far
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void sgComputeOSFrustumPlanes(const F64 frustumParameters[6],
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const MatrixF& worldSpaceToObjectSpace,
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const Point3F& wsCamPoint,
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PlaneF& outFarPlane,
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PlaneF& outXMinPlane,
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PlaneF& outXMaxPlane,
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PlaneF& outYMinPlane,
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PlaneF& outYMaxPlane);
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void sgOrientClipPlanes(PlaneF * planes, const Point3F & camPos, const Point3F & leftUp, const Point3F & leftDown, const Point3F & rightUp, const Point3F & rightDown);
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#endif // _H_SGUTIL_
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