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