0ad/source/maths/Frustum.h
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

70 lines
2.1 KiB
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/* Copyright (C) 2021 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
/*
* CFrustum is a collection of planes which define a viewing space.
*/
/*
Usually associated with the camera, there are 6 planes which define the
view pyramid. But we allow more planes per frustum which may be used for
portal rendering, where a portal may have 3 or more edges.
*/
#ifndef INCLUDED_FRUSTUM
#define INCLUDED_FRUSTUM
#include "maths/Plane.h"
class CBoundingBoxAligned;
class CMatrix3D;
class CFrustum
{
public:
CFrustum();
~CFrustum();
// Set the number of planes to use for calculations. This is clamped to
// [0, MAX_NUM_FRUSTUM_PLANES].
void SetNumPlanes(size_t num);
size_t GetNumPlanes() const { return m_NumPlanes; }
void AddPlane(const CPlane& plane);
void Transform(const CMatrix3D& m);
// The following methods return true if the shape is
// partially or completely in front of the frustum planes.
bool IsPointVisible(const CVector3D& point) const;
bool DoesSegmentIntersect(const CVector3D& start, const CVector3D& end) const;
bool IsSphereVisible(const CVector3D& center, float radius) const;
bool IsBoxVisible(const CVector3D& position, const CBoundingBoxAligned& bounds) const;
bool IsBoxVisible(const CBoundingBoxAligned& bounds) const;
CPlane& operator[](size_t idx) { return m_Planes[idx]; }
const CPlane& operator[](size_t idx) const { return m_Planes[idx]; }
private:
static const size_t MAX_NUM_FRUSTUM_PLANES = 10;
CPlane m_Planes[MAX_NUM_FRUSTUM_PLANES];
size_t m_NumPlanes;
};
#endif // INCLUDED_FRUSTUM