[1809] | 1 | /*
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| 2 | -----------------------------------------------------------------------------
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| 3 | This source file is part of OGRE
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| 4 | (Object-oriented Graphics Rendering Engine)
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| 5 | For the latest info, see http://www.ogre3d.org/
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| 6 |
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| 7 | Copyright (c) 2000-2005 The OGRE Team
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| 8 | Also see acknowledgements in Readme.html
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| 9 |
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| 10 | This program is free software; you can redistribute it and/or modify it under
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| 11 | the terms of the GNU Lesser General Public License as published by the Free Software
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| 12 | Foundation; either version 2 of the License, or (at your option) any later
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| 13 | version.
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| 14 |
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| 15 | This program is distributed in the hope that it will be useful, but WITHOUT
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| 16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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| 17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
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| 18 |
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| 19 | You should have received a copy of the GNU Lesser General Public License along with
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| 20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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| 21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to
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| 22 | http://www.gnu.org/copyleft/lesser.txt.
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| 23 | -----------------------------------------------------------------------------
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| 24 | */
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| 25 | #ifndef __Frustum_H__
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| 26 | #define __Frustum_H__
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| 27 |
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| 28 | #include "OgrePrerequisites.h"
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| 29 | #include "OgreMovableObject.h"
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| 30 | #include "OgreRenderable.h"
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| 31 | #include "OgreAxisAlignedBox.h"
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| 32 | #include "OgreVertexIndexData.h"
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| 33 | #include "OgreMovablePlane.h"
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| 34 |
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| 35 | namespace Ogre
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| 36 | {
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| 37 | /** Specifies perspective (realistic) or orthographic (architectural) projection.
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| 38 | */
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| 39 | enum ProjectionType
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| 40 | {
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| 41 | PT_ORTHOGRAPHIC,
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| 42 | PT_PERSPECTIVE
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| 43 | };
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| 44 |
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| 45 | /** Worldspace clipping planes.
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| 46 | */
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| 47 | enum FrustumPlane
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| 48 | {
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| 49 | FRUSTUM_PLANE_NEAR = 0,
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| 50 | FRUSTUM_PLANE_FAR = 1,
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| 51 | FRUSTUM_PLANE_LEFT = 2,
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| 52 | FRUSTUM_PLANE_RIGHT = 3,
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| 53 | FRUSTUM_PLANE_TOP = 4,
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| 54 | FRUSTUM_PLANE_BOTTOM = 5
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| 55 | };
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| 56 |
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| 57 | /** A frustum represents a pyramid, capped at the near and far end which is
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| 58 | used to represent either a visible area or a projection area. Can be used
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| 59 | for a number of applications.
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| 60 | */
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| 61 | class _OgreExport Frustum : public MovableObject, public Renderable
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| 62 | {
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| 63 | protected:
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| 64 | /// Orthographic or perspective?
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| 65 | ProjectionType mProjType;
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| 66 |
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| 67 | /// y-direction field-of-view (default 45)
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| 68 | Radian mFOVy;
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| 69 | /// Far clip distance - default 10000
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| 70 | Real mFarDist;
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| 71 | /// Near clip distance - default 100
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| 72 | Real mNearDist;
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| 73 | /// x/y viewport ratio - default 1.3333
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| 74 | Real mAspect;
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| 75 | /// Off-axis frustum center offset - default (0.0, 0.0)
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| 76 | Vector2 mFrustumOffset;
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| 77 | /// Focal length of frustum (for stereo rendering, defaults to 1.0)
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| 78 | Real mFocalLength;
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| 79 |
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| 80 | /// The 6 main clipping planes
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| 81 | mutable Plane mFrustumPlanes[6];
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| 82 |
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| 83 | /// Stored versions of parent orientation / position
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| 84 | mutable Quaternion mLastParentOrientation;
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| 85 | mutable Vector3 mLastParentPosition;
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| 86 |
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| 87 | /// Pre-calced projection matrix for the specific render system
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| 88 | mutable Matrix4 mProjMatrixRS;
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| 89 | /// Pre-calced standard projection matrix but with render system depth range
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| 90 | mutable Matrix4 mProjMatrixRSDepth;
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| 91 | /// Pre-calced standard projection matrix
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| 92 | mutable Matrix4 mProjMatrix;
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| 93 | /// Pre-calced view matrix
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| 94 | mutable Matrix4 mViewMatrix;
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| 95 | /// Something's changed in the frustrum shape?
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| 96 | mutable bool mRecalcFrustum;
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| 97 | /// Something re the view pos has changed
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| 98 | mutable bool mRecalcView;
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| 99 | /// Something re the frustum planes has changed
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| 100 | mutable bool mRecalcFrustumPlanes;
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| 101 | /// Something re the world space corners has changed
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| 102 | mutable bool mRecalcWorldSpaceCorners;
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| 103 | /// Something re the vertex data has changed
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| 104 | mutable bool mRecalcVertexData;
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| 105 | /// Are we using a custom view matrix?
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| 106 | bool mCustomViewMatrix;
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| 107 | /// Are we using a custom projection matrix?
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| 108 | bool mCustomProjMatrix;
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| 109 |
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| 110 |
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| 111 | // Internal functions for calcs
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| 112 | virtual void calcProjectionParameters(Real& left, Real& right, Real& bottom, Real& top) const;
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| 113 | /// Update frustum if out of date
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| 114 | virtual void updateFrustum(void) const;
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| 115 | /// Update view if out of date
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| 116 | virtual void updateView(void) const;
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| 117 | /// Implementation of updateFrustum (called if out of date)
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| 118 | virtual void updateFrustumImpl(void) const;
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| 119 | /// Implementation of updateView (called if out of date)
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| 120 | virtual void updateViewImpl(void) const;
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| 121 | virtual void updateFrustumPlanes(void) const;
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| 122 | /// Implementation of updateFrustumPlanes (called if out of date)
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| 123 | virtual void updateFrustumPlanesImpl(void) const;
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| 124 | virtual void updateWorldSpaceCorners(void) const;
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| 125 | /// Implementation of updateWorldSpaceCorners (called if out of date)
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| 126 | virtual void updateWorldSpaceCornersImpl(void) const;
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| 127 | virtual void updateVertexData(void) const;
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| 128 | virtual bool isViewOutOfDate(void) const;
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| 129 | virtual bool isFrustumOutOfDate(void) const;
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| 130 | /// Signal to update frustum information.
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| 131 | virtual void invalidateFrustum(void) const;
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| 132 | /// Signal to update view information.
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| 133 | virtual void invalidateView(void) const;
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| 134 |
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| 135 | /// Shared class-level name for Movable type
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| 136 | static String msMovableType;
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| 137 |
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| 138 | mutable AxisAlignedBox mBoundingBox;
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| 139 | mutable VertexData mVertexData;
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| 140 |
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| 141 | MaterialPtr mMaterial;
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| 142 | mutable Vector3 mWorldSpaceCorners[8];
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| 143 |
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| 144 | /// Is this frustum to act as a reflection of itself?
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| 145 | bool mReflect;
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| 146 | /// Derived reflection matrix
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| 147 | mutable Matrix4 mReflectMatrix;
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| 148 | /// Fixed reflection plane
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| 149 | mutable Plane mReflectPlane;
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| 150 | /// Pointer to a reflection plane (automatically updated)
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| 151 | const MovablePlane* mLinkedReflectPlane;
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| 152 | /// Record of the last world-space reflection plane info used
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| 153 | mutable Plane mLastLinkedReflectionPlane;
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| 154 |
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| 155 | /// Is this frustum using an oblique depth projection?
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| 156 | bool mObliqueDepthProjection;
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| 157 | /// Fixed oblique projection plane
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| 158 | mutable Plane mObliqueProjPlane;
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| 159 | /// Pointer to oblique projection plane (automatically updated)
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| 160 | const MovablePlane* mLinkedObliqueProjPlane;
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| 161 | /// Record of the last world-space oblique depth projection plane info used
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| 162 | mutable Plane mLastLinkedObliqueProjPlane;
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| 163 |
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| 164 |
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| 165 | /** Get the derived position of this frustum. */
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| 166 | virtual const Vector3& getPositionForViewUpdate(void) const;
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| 167 | /** Get the derived orientation of this frustum. */
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| 168 | virtual const Quaternion& getOrientationForViewUpdate(void) const;
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| 169 |
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| 170 |
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| 171 | public:
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| 172 |
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| 173 | Frustum();
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| 174 | virtual ~Frustum();
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| 175 | /** Sets the Y-dimension Field Of View (FOV) of the frustum.
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| 176 | @remarks
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| 177 | Field Of View (FOV) is the angle made between the frustum's position, and the edges
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| 178 | of the 'screen' onto which the scene is projected. High values (90+ degrees) result in a wide-angle,
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| 179 | fish-eye kind of view, low values (30- degrees) in a stretched, telescopic kind of view. Typical values
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| 180 | are between 45 and 60 degrees.
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| 181 | @par
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| 182 | This value represents the VERTICAL field-of-view. The horizontal field of view is calculated from
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| 183 | this depending on the dimensions of the viewport (they will only be the same if the viewport is square).
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| 184 | @note
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| 185 | Setting the FOV overrides the value supplied for frustum::setNearClipPlane.
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| 186 | */
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| 187 | virtual void setFOVy(const Radian& fovy);
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| 188 | #ifndef OGRE_FORCE_ANGLE_TYPES
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| 189 | inline void setFOVy(Real fovy) {
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| 190 | setFOVy ( Angle(fovy) );
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| 191 | }
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| 192 | #endif//OGRE_FORCE_ANGLE_TYPES
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| 193 |
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| 194 | /** Retrieves the frustums Y-dimension Field Of View (FOV).
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| 195 | */
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| 196 | virtual const Radian& getFOVy(void) const;
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| 197 |
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| 198 | /** Sets the position of the near clipping plane.
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| 199 | @remarks
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| 200 | The position of the near clipping plane is the distance from the frustums position to the screen
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| 201 | on which the world is projected. The near plane distance, combined with the field-of-view and the
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| 202 | aspect ratio, determines the size of the viewport through which the world is viewed (in world
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| 203 | co-ordinates). Note that this world viewport is different to a screen viewport, which has it's
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| 204 | dimensions expressed in pixels. The frustums viewport should have the same aspect ratio as the
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| 205 | screen viewport it renders into to avoid distortion.
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| 206 | @param
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| 207 | near The distance to the near clipping plane from the frustum in world coordinates.
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| 208 | */
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| 209 | virtual void setNearClipDistance(Real nearDist);
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| 210 |
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| 211 | /** Sets the position of the near clipping plane.
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| 212 | */
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| 213 | virtual Real getNearClipDistance(void) const;
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| 214 |
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| 215 | /** Sets the distance to the far clipping plane.
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| 216 | @remarks
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| 217 | The view frustrum is a pyramid created from the frustum position and the edges of the viewport.
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| 218 | This method sets the distance for the far end of that pyramid.
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| 219 | Different applications need different values: e.g. a flight sim
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| 220 | needs a much further far clipping plane than a first-person
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| 221 | shooter. An important point here is that the larger the ratio
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| 222 | between near and far clipping planes, the lower the accuracy of
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| 223 | the Z-buffer used to depth-cue pixels. This is because the
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| 224 | Z-range is limited to the size of the Z buffer (16 or 32-bit)
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| 225 | and the max values must be spread over the gap between near and
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| 226 | far clip planes. As it happens, you can affect the accuracy far
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| 227 | more by altering the near distance rather than the far distance,
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| 228 | but keep this in mind.
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| 229 | @param
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| 230 | far The distance to the far clipping plane from the frustum in
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| 231 | world coordinates.If you specify 0, this means an infinite view
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| 232 | distance which is useful especially when projecting shadows; but
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| 233 | be careful not to use a near distance too close.
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| 234 | */
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| 235 | virtual void setFarClipDistance(Real farDist);
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| 236 |
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| 237 | /** Retrieves the distance from the frustum to the far clipping plane.
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| 238 | */
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| 239 | virtual Real getFarClipDistance(void) const;
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| 240 |
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| 241 | /** Sets the aspect ratio for the frustum viewport.
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| 242 | @remarks
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| 243 | The ratio between the x and y dimensions of the rectangular area visible through the frustum
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| 244 | is known as aspect ratio: aspect = width / height .
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| 245 | @par
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| 246 | The default for most fullscreen windows is 1.3333 - this is also assumed by Ogre unless you
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| 247 | use this method to state otherwise.
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| 248 | */
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| 249 | virtual void setAspectRatio(Real ratio);
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| 250 |
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| 251 | /** Retreives the current aspect ratio.
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| 252 | */
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| 253 | virtual Real getAspectRatio(void) const;
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| 254 |
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| 255 | /** Sets frustum offsets, used in stereo rendering.
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| 256 | @remarks
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| 257 | You can set both horizontal and vertical plane offsets of "eye"; in
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| 258 | stereo rendering frustum is moved in horizontal plane. To be able to
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| 259 | render from two "eyes" you'll need two cameras rendering on two
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| 260 | RenderTargets.
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| 261 | @par
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| 262 | The frustum offsets is in world coordinates, and default to (0, 0) - no offsets.
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| 263 | @param
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| 264 | offset The horizontal and vertical plane offsets.
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| 265 | */
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| 266 | virtual void setFrustumOffset(const Vector2& offset);
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| 267 |
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| 268 | /** Sets frustum offsets, used in stereo rendering.
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| 269 | @remarks
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| 270 | You can set both horizontal and vertical plane offsets of "eye"; in
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| 271 | stereo rendering frustum is moved in horizontal plane. To be able to
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| 272 | render from two "eyes" you'll need two cameras rendering on two
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| 273 | RenderTargets.
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| 274 | @par
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| 275 | The frustum offsets is in world coordinates, and default to (0, 0) - no offsets.
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| 276 | @param
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| 277 | horizontal The horizontal plane offset.
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| 278 | @param
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| 279 | vertical The vertical plane offset.
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| 280 | */
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| 281 | virtual void setFrustumOffset(Real horizontal = 0.0, Real vertical = 0.0);
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| 282 |
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| 283 | /** Retreives the frustum offsets.
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| 284 | */
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| 285 | virtual const Vector2& getFrustumOffset() const;
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| 286 |
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| 287 | /** Sets frustum focal length (used in stereo rendering).
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| 288 | @param
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| 289 | focalLength The distance to the focal plane from the frustum in world coordinates.
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| 290 | */
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| 291 | virtual void setFocalLength(Real focalLength = 1.0);
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| 292 |
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| 293 | /** Returns focal length of frustum.
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| 294 | */
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| 295 | virtual Real getFocalLength() const;
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| 296 |
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| 297 | /** Gets the projection matrix for this frustum adjusted for the current
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| 298 | rendersystem specifics (may be right or left-handed, depth range
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| 299 | may vary).
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| 300 | @remarks
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| 301 | This method retrieves the rendering-API dependent version of the projection
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| 302 | matrix. If you want a 'typical' projection matrix then use
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| 303 | getProjectionMatrix.
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| 304 |
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| 305 | */
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| 306 | virtual const Matrix4& getProjectionMatrixRS(void) const;
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| 307 | /** Gets the depth-adjusted projection matrix for the current rendersystem,
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| 308 | but one which still conforms to right-hand rules.
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| 309 | @remarks
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| 310 | This differs from the rendering-API dependent getProjectionMatrix
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| 311 | in that it always returns a right-handed projection matrix result
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| 312 | no matter what rendering API is being used - this is required for
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| 313 | vertex and fragment programs for example. However, the resulting depth
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| 314 | range may still vary between render systems since D3D uses [0,1] and
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| 315 | GL uses [-1,1], and the range must be kept the same between programmable
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| 316 | and fixed-function pipelines.
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| 317 | */
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| 318 | virtual const Matrix4& getProjectionMatrixWithRSDepth(void) const;
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| 319 | /** Gets the normal projection matrix for this frustum, ie the
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| 320 | projection matrix which conforms to standard right-handed rules and
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| 321 | uses depth range [-1,+1].
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| 322 | @remarks
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| 323 | This differs from the rendering-API dependent getRenderSystemProjectionMatrix
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| 324 | in that it always returns a right-handed projection matrix with depth
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| 325 | range [-1,+1], result no matter what rendering API is being used - this
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| 326 | is required for some uniform algebra for example.
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| 327 | */
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| 328 | virtual const Matrix4& getProjectionMatrix(void) const;
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| 329 |
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| 330 | /** Gets the view matrix for this frustum. Mainly for use by OGRE internally.
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| 331 | */
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| 332 | virtual const Matrix4& getViewMatrix(void) const;
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| 333 |
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| 334 | /** Set whether to use a custom view matrix on this frustum.
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| 335 | @remarks
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| 336 | This is an advanced method which allows you to manually set
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| 337 | the view matrix on this frustum, rather than having it calculate
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| 338 | itself based on it's position and orientation.
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| 339 | @note
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| 340 | After enabling a custom view matrix, the frustum will no longer
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| 341 | update on its own based on position / orientation changes. You
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| 342 | are completely responsible for keeping the view matrix up to date.
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| 343 | The custom matrix will be returned from getViewMatrix.
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| 344 | @param enable If true, the custom view matrix passed as the second
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| 345 | parameter will be used in preference to an auto calculated one. If
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| 346 | false, the frustum will revert to auto calculating the view matrix.
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| 347 | @param viewMatrix The custom view matrix to use
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| 348 | @see Frustum::setCustomProjectionMatrix
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| 349 | */
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| 350 | virtual void setCustomViewMatrix(bool enable,
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| 351 | const Matrix4& viewMatrix = Matrix4::IDENTITY);
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| 352 | /// Returns whether a custom view matrix is in use
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| 353 | virtual bool isCustomViewMatrixEnabled(void) const
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| 354 | { return mCustomViewMatrix; }
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| 355 |
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| 356 | /** Set whether to use a custom projection matrix on this frustum.
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| 357 | @remarks
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| 358 | This is an advanced method which allows you to manually set
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| 359 | the projection matrix on this frustum, rather than having it
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| 360 | calculate itself based on it's position and orientation.
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| 361 | @note
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| 362 | After enabling a custom projection matrix, the frustum will no
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| 363 | longer update on its own based on field of view and near / far
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| 364 | distance changes. You are completely responsible for keeping the
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| 365 | projection matrix up to date if those values change. The custom
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| 366 | matrix will be returned from getProjectionMatrix and derivative
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| 367 | functions.
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| 368 | @param enable If true, the custom projection matrix passed as the
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| 369 | second parameter will be used in preference to an auto calculated
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| 370 | one. If false, the frustum will revert to auto calculating the
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| 371 | projection matrix.
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| 372 | @param projectionMatrix The custom view matrix to use
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| 373 | @see Frustum::setCustomViewMatrix
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| 374 | */
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| 375 | virtual void setCustomProjectionMatrix(bool enable,
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| 376 | const Matrix4& projectionMatrix = Matrix4::IDENTITY);
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| 377 | /// Returns whether a custom projection matrix is in use
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| 378 | virtual bool isCustomProjectionMatrixEnabled(void) const
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| 379 | { return mCustomProjMatrix; }
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| 380 |
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| 381 | /** Retrieves the clipping planes of the frustum.
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| 382 | @remarks
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| 383 | The clipping planes are ordered as declared in enumerate constants FrustumPlane.
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| 384 | */
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| 385 | virtual const Plane* getFrustumPlanes(void) const;
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| 386 |
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| 387 | /** Retrieves a specified plane of the frustum.
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| 388 | @remarks
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| 389 | Gets a reference to one of the planes which make up the frustum frustum, e.g. for clipping purposes.
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| 390 | */
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| 391 | virtual const Plane& getFrustumPlane( unsigned short plane ) const;
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| 392 |
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| 393 | /** Tests whether the given container is visible in the Frustum.
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| 394 | @param
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| 395 | bound Bounding box to be checked
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| 396 | @param
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| 397 | culledBy Optional pointer to an int which will be filled by the plane number which culled
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| 398 | the box if the result was false;
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| 399 | @returns
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| 400 | If the box was visible, true is returned.
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| 401 | @par
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| 402 | Otherwise, false is returned.
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| 403 | */
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| 404 | virtual bool isVisible(const AxisAlignedBox& bound, FrustumPlane* culledBy = 0) const;
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| 405 |
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| 406 | /** Tests whether the given container is visible in the Frustum.
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| 407 | @param
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| 408 | bound Bounding sphere to be checked
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| 409 | @param
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| 410 | culledBy Optional pointer to an int which will be filled by the plane number which culled
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| 411 | the box if the result was false;
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| 412 | @returns
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| 413 | If the sphere was visible, true is returned.
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| 414 | @par
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| 415 | Otherwise, false is returned.
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| 416 | */
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| 417 | virtual bool isVisible(const Sphere& bound, FrustumPlane* culledBy = 0) const;
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| 418 |
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| 419 | /** Tests whether the given vertex is visible in the Frustum.
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| 420 | @param
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| 421 | vert Vertex to be checked
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| 422 | @param
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| 423 | culledBy Optional pointer to an int which will be filled by the plane number which culled
|
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| 424 | the box if the result was false;
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| 425 | @returns
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| 426 | If the box was visible, true is returned.
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| 427 | @par
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| 428 | Otherwise, false is returned.
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| 429 | */
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| 430 | virtual bool isVisible(const Vector3& vert, FrustumPlane* culledBy = 0) const;
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| 431 |
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| 432 |
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| 433 | /** Overridden from MovableObject */
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| 434 | const AxisAlignedBox& getBoundingBox(void) const;
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| 435 |
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| 436 | /** Overridden from MovableObject */
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| 437 | Real getBoundingRadius(void) const;
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| 438 |
|
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| 439 | /** Overridden from MovableObject */
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| 440 | void _updateRenderQueue(RenderQueue* queue);
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| 441 |
|
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| 442 | /** Overridden from MovableObject */
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| 443 | const String& getMovableType(void) const;
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| 444 |
|
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| 445 | /** Overridden from MovableObject */
|
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| 446 | void _notifyCurrentCamera(Camera* cam);
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| 447 |
|
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| 448 | /** Overridden from Renderable */
|
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| 449 | const MaterialPtr& getMaterial(void) const;
|
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| 450 |
|
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| 451 | /** Overridden from Renderable */
|
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| 452 | void getRenderOperation(RenderOperation& op);
|
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| 453 |
|
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| 454 | /** Overridden from Renderable */
|
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| 455 | void getWorldTransforms(Matrix4* xform) const;
|
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| 456 |
|
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| 457 | /** Overridden from Renderable */
|
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| 458 | const Quaternion& getWorldOrientation(void) const;
|
---|
| 459 |
|
---|
| 460 | /** Overridden from Renderable */
|
---|
| 461 | const Vector3& getWorldPosition(void) const;
|
---|
| 462 |
|
---|
| 463 | /** Overridden from Renderable */
|
---|
| 464 | Real getSquaredViewDepth(const Camera* cam) const;
|
---|
| 465 |
|
---|
| 466 | /** Overridden from Renderable */
|
---|
| 467 | const LightList& getLights(void) const;
|
---|
| 468 |
|
---|
| 469 | /** Gets the world space corners of the frustum.
|
---|
| 470 | @remarks
|
---|
| 471 | The corners are ordered as follows: top-right near,
|
---|
| 472 | top-left near, bottom-left near, bottom-right near,
|
---|
| 473 | top-right far, top-left far, bottom-left far, bottom-right far.
|
---|
| 474 | */
|
---|
| 475 | virtual const Vector3* getWorldSpaceCorners(void) const;
|
---|
| 476 |
|
---|
| 477 | /** Sets the type of projection to use (orthographic or perspective). Default is perspective.
|
---|
| 478 | */
|
---|
| 479 | virtual void setProjectionType(ProjectionType pt);
|
---|
| 480 |
|
---|
| 481 | /** Retrieves info on the type of projection used (orthographic or perspective).
|
---|
| 482 | */
|
---|
| 483 | virtual ProjectionType getProjectionType(void) const;
|
---|
| 484 |
|
---|
| 485 | /** Modifies this frustum so it always renders from the reflection of itself through the
|
---|
| 486 | plane specified.
|
---|
| 487 | @remarks
|
---|
| 488 | This is obviously useful for performing planar reflections.
|
---|
| 489 | */
|
---|
| 490 | virtual void enableReflection(const Plane& p);
|
---|
| 491 | /** Modifies this frustum so it always renders from the reflection of itself through the
|
---|
| 492 | plane specified. Note that this version of the method links to a plane
|
---|
| 493 | so that changes to it are picked up automatically. It is important that
|
---|
| 494 | this plane continues to exist whilst this object does; do not destroy
|
---|
| 495 | the plane before the frustum.
|
---|
| 496 | @remarks
|
---|
| 497 | This is obviously useful for performing planar reflections.
|
---|
| 498 | */
|
---|
| 499 | virtual void enableReflection(const MovablePlane* p);
|
---|
| 500 |
|
---|
| 501 | /** Disables reflection modification previously turned on with enableReflection */
|
---|
| 502 | virtual void disableReflection(void);
|
---|
| 503 |
|
---|
| 504 | /// Returns whether this frustum is being reflected
|
---|
| 505 | virtual bool isReflected(void) const { return mReflect; }
|
---|
| 506 | /// Returns the reflection matrix of the frustum if appropriate
|
---|
| 507 | virtual const Matrix4& getReflectionMatrix(void) const { return mReflectMatrix; }
|
---|
| 508 | /// Returns the reflection plane of the frustum if appropriate
|
---|
| 509 | virtual const Plane& getReflectionPlane(void) const { return mReflectPlane; }
|
---|
| 510 |
|
---|
| 511 | /** Project a sphere onto the near plane and get the bounding rectangle.
|
---|
| 512 | @param sphere The world-space sphere to project
|
---|
| 513 | @param radius Radius of the sphere
|
---|
| 514 | @param left, top, right, bottom Pointers to destination values, these
|
---|
| 515 | will be completed with the normalised device coordinates (in the
|
---|
| 516 | range {-1,1})
|
---|
| 517 | @returns true if the sphere was projected to a subset of the near plane,
|
---|
| 518 | false if the entire near plane was contained
|
---|
| 519 | */
|
---|
| 520 | virtual bool projectSphere(const Sphere& sphere,
|
---|
| 521 | Real* left, Real* top, Real* right, Real* bottom) const;
|
---|
| 522 |
|
---|
| 523 |
|
---|
| 524 | /** Links the frustum to a custom near clip plane, which can be used
|
---|
| 525 | to clip geometry in a custom manner without using user clip planes.
|
---|
| 526 | @remarks
|
---|
| 527 | There are several applications for clipping a scene arbitrarily by
|
---|
| 528 | a single plane; the most common is when rendering a reflection to
|
---|
| 529 | a texture, and you only want to render geometry that is above the
|
---|
| 530 | water plane (to do otherwise results in artefacts). Whilst it is
|
---|
| 531 | possible to use user clip planes, they are not supported on all
|
---|
| 532 | cards, and sometimes are not hardware accelerated when they are
|
---|
| 533 | available. Instead, where a single clip plane is involved, this
|
---|
| 534 | technique uses a 'fudging' of the near clip plane, which is
|
---|
| 535 | available and fast on all hardware, to perform as the arbitrary
|
---|
| 536 | clip plane. This does change the shape of the frustum, leading
|
---|
| 537 | to some depth buffer loss of precision, but for many of the uses of
|
---|
| 538 | this technique that is not an issue.
|
---|
| 539 | @par
|
---|
| 540 | This version of the method links to a plane, rather than requiring
|
---|
| 541 | a by-value plane definition, and therefore you can
|
---|
| 542 | make changes to the plane (e.g. by moving / rotating the node it is
|
---|
| 543 | attached to) and they will automatically affect this object.
|
---|
| 544 | @note This technique only works for perspective projection.
|
---|
| 545 | @param plane The plane to link to to perform the clipping. This plane
|
---|
| 546 | must continue to exist while the camera is linked to it; do not
|
---|
| 547 | destroy it before the frustum.
|
---|
| 548 | */
|
---|
| 549 | virtual void enableCustomNearClipPlane(const MovablePlane* plane);
|
---|
| 550 | /** Links the frustum to a custom near clip plane, which can be used
|
---|
| 551 | to clip geometry in a custom manner without using user clip planes.
|
---|
| 552 | @remarks
|
---|
| 553 | There are several applications for clipping a scene arbitrarily by
|
---|
| 554 | a single plane; the most common is when rendering a reflection to
|
---|
| 555 | a texture, and you only want to render geometry that is above the
|
---|
| 556 | water plane (to do otherwise results in artefacts). Whilst it is
|
---|
| 557 | possible to use user clip planes, they are not supported on all
|
---|
| 558 | cards, and sometimes are not hardware accelerated when they are
|
---|
| 559 | available. Instead, where a single clip plane is involved, this
|
---|
| 560 | technique uses a 'fudging' of the near clip plane, which is
|
---|
| 561 | available and fast on all hardware, to perform as the arbitrary
|
---|
| 562 | clip plane. This does change the shape of the frustum, leading
|
---|
| 563 | to some depth buffer loss of precision, but for many of the uses of
|
---|
| 564 | this technique that is not an issue.
|
---|
| 565 | @note This technique only works for perspective projection.
|
---|
| 566 | @param plane The plane to link to to perform the clipping. This plane
|
---|
| 567 | must continue to exist while the camera is linked to it; do not
|
---|
| 568 | destroy it before the frustum.
|
---|
| 569 | */
|
---|
| 570 | virtual void enableCustomNearClipPlane(const Plane& plane);
|
---|
| 571 | /** Disables any custom near clip plane. */
|
---|
| 572 | virtual void disableCustomNearClipPlane(void);
|
---|
| 573 | /** Is a custom near clip plane in use? */
|
---|
| 574 | virtual bool isCustomNearClipPlaneEnabled(void) const
|
---|
| 575 | { return mObliqueDepthProjection; }
|
---|
| 576 |
|
---|
| 577 |
|
---|
| 578 | /// Small constant used to reduce far plane projection to avoid inaccuracies
|
---|
| 579 | static const Real INFINITE_FAR_PLANE_ADJUST;
|
---|
| 580 | };
|
---|
| 581 |
|
---|
| 582 |
|
---|
| 583 | }
|
---|
| 584 |
|
---|
| 585 | #endif
|
---|