1 | #include "dxstdafx.h"
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2 | #include ".\quad.h"
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3 | #include "Camera.h"
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4 | #include "Plane.h"
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5 |
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6 | Quad::Quad(void)
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7 | {
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8 | this->width = 0;
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9 | this->height = 0;
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10 | this->level = -1;
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11 | for(int i=0;i<4;i++) {
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12 | q[i] = 0;
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13 | }
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14 | this->fullyVisible = false;
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15 | this->partlyVisible = false;
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16 | }
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17 |
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18 | Quad::~Quad(void)
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19 | {
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20 | this->deleteQuadTree();
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21 | }
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22 |
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23 | void Quad::setPosition(float _x, float _z) {
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24 | this->position.x = _x;
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25 | this->position.y = 0;
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26 | this->position.z = _z;
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27 |
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28 | //BBox berechnen
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29 | this->minBBox.x = this->position.x - this->width/2;
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30 | this->minBBox.y = 0;
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31 | this->minBBox.z = this->position.z - this->height/2;
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32 |
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33 | this->maxBBox.x = this->position.x + this->width/2;
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34 | this->maxBBox.y = 0;
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35 | this->maxBBox.z = this->position.z + this->height/2;
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36 | }
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37 |
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38 | void Quad::setDimension(float _width, float _height) {
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39 | this->width = _width;
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40 | this->height = _height;
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41 |
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42 | //BBox berechnen
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43 | this->minBBox.x = this->position.x - this->width/2;
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44 | this->minBBox.y = 0;
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45 | this->minBBox.z = this->position.z - this->height/2;
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46 |
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47 | this->maxBBox.x = this->position.x + this->width/2;
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48 | this->maxBBox.y = 0;
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49 | this->maxBBox.z = this->position.z + this->height/2;
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50 | }
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51 |
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52 | void Quad::buildQuadTree(int _level) {
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53 | this->level = _level-1;
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54 | float tx = 0;
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55 | float tz = 0;
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56 | for(int i=0;i<4;i++) {
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57 | q[i] = new Quad();
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58 | q[i]->setDimension(this->width/2, this->height/2);
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59 | //Positionieren
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60 | switch(i) {
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61 | case 0:
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62 | tx = this->position.x - this->width/4;
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63 | tz = this->position.z - this->height/4;
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64 | break;
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65 | case 1:
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66 | tx = this->position.x + this->width/4;
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67 | tz = this->position.z - this->height/4;
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68 | break;
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69 | case 2:
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70 | tx = this->position.x - this->width/4;
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71 | tz = this->position.z + this->height/4;
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72 | break;
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73 | case 3:
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74 | tx = this->position.x + this->width/4;
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75 | tz = this->position.z + this->height/4;
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76 | break;
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77 | }
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78 | q[i]->setPosition(tx, tz);
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79 | if(this->level>0) {
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80 | q[i]->buildQuadTree(this->level);
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81 | }
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82 | }
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83 | }
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84 |
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85 | void Quad::clipQuadAgainstCamera(Plane *view)//, std::list<Quad *> &visibleQuadList) {
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86 | {
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87 | this->fullyVisible = false;
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88 | this->partlyVisible = false;
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89 | switch(getClipType(view)) {
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90 | case 0: //The Quad is in the Cameras ViewFrustum
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91 | this->fullyVisible = true;
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92 | //visibleQuadList.push_back(this);
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93 | break;
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94 | case 1: //The Quad is outside the Cameras ViewFrustum
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95 | break;
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96 | default: //The Quad is not fully in Cameras ViewFrustum (go down one level)
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97 | if(this->level>0) {
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98 | this->partlyVisible = true;
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99 | for(int i=0;i<4;i++)
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100 | q[i]->clipQuadAgainstCamera(view);//, visibleQuadList);
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101 | } else {
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102 | //Level 0 Quad which is partly visible -> quad is visible
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103 | this->fullyVisible = true;
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104 | //visibleQuadList.push_back(this);
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105 | }
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106 | break;
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107 | }
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108 | }
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109 |
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110 | bool Quad::nodeInside(Node* node)
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111 | {
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112 | if(!this->fullyVisible && !this->partlyVisible) {
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113 | return false;
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114 | }
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115 | if(this->fullyVisible) {
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116 | Vector *minNode;
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117 | Vector *maxNode;
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118 |
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119 | minNode = &node->absMinAABBox;
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120 | maxNode = &node->absMaxAABBox;
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121 |
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122 | if(maxNode->x < this->minBBox.x ||
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123 | minNode->x > this->maxBBox.x ||
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124 | maxNode->z < this->minBBox.z ||
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125 | minNode->z > this->maxBBox.z) {
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126 | return false;
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127 | } else {
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128 | return true;
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129 | }
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130 | }
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131 | if(this->partlyVisible) {
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132 | for(int i=0;i<4;i++) {
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133 | if(q[i]->nodeInside(node)) {
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134 | return true;
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135 | }
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136 | }
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137 | return false;
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138 | }
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139 | return false;
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140 | }
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141 |
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142 | void Quad::deleteQuadTree() {
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143 | if(this->level>=0) {
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144 | for(int i=0;i<4;i++) {
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145 | delete this->q[i];
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146 | }
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147 | }
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148 | }
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149 |
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150 | Vector Quad::getMinBBox() {
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151 | return minBBox;
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152 | }
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153 |
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154 | Vector Quad::getMaxBBox() {
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155 | return maxBBox;
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156 | }
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157 |
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158 | int Quad::getClipType(Plane *view) {
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159 | bool inSide[6];
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160 | Vector corner[4];
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161 |
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162 | corner[0] = this->maxBBox;
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163 | corner[1].x = this->maxBBox.x; corner[1].z = this->minBBox.z;
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164 | corner[2] = this->minBBox;
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165 | corner[3].x = this->minBBox.x; corner[3].z = this->maxBBox.z;
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166 |
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167 | //Ueberpruefen ob alle Punkte außerhalb einer Frustumfläche der Kamera liegen -> quad is outside
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168 | //Ueberprüfung findet fuer front, near, left und right statt da die quads die höhe 0 haben!
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169 | bool bInFront[16];
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170 | for(int i=0;i<16;i+=4) {
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171 | bInFront[i+0] = view[i/4].inFront(corner[0]);
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172 | bInFront[i+1] = view[i/4].inFront(corner[1]);
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173 | bInFront[i+2] = view[i/4].inFront(corner[2]);
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174 | bInFront[i+3] = view[i/4].inFront(corner[3]);
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175 | }
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176 |
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177 | for(int i=0;i<4;i++) {
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178 | if(bInFront[i*4+0] == false &&
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179 | bInFront[i*4+1] == false &&
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180 | bInFront[i*4+2] == false &&
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181 | bInFront[i*4+3] == false) {
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182 | //Quad is behind plane i -> quad is outside of frustum
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183 | return 1;
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184 | }
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185 | }
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186 |
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187 | //Ueberpruefen ob alle Punkte innerhalb des Frustums liegen -> quad is inside
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188 | for(int i=0;i<4;i++) {
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189 | if(bInFront[i*4+0] == true &&
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190 | bInFront[i*4+1] == true &&
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191 | bInFront[i*4+2] == true &&
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192 | bInFront[i*4+3] == true) {
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193 | //Quad is behind plane i -> quad is outside of frustum
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194 | inSide[i] = true;
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195 | } else {
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196 | inSide[i] = false;
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197 | }
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198 | }
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199 |
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200 | if(inSide[0] == true &&
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201 | inSide[1] == true &&
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202 | inSide[2] == true &&
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203 | inSide[3] == true) {
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204 | //Quad is completely inside frustum
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205 | return 0;
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206 | }
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207 |
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208 | //sonst Quad schneidet Frustum -> divide & conquer
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209 | return -1;
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210 | }
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