/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2005 The OGRE Team Also see acknowledgements in Readme.html This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA, or go to http://www.gnu.org/copyleft/lesser.txt. ----------------------------------------------------------------------------- */ /*************************************************************************** octreecamera.cpp - description ------------------- begin : Fri Sep 27 2002 copyright : (C) 2002 by Jon Anderson email : janders@users.sf.net Enhancements 2003 - 2004 (C) The OGRE Team ***************************************************************************/ #include #include #include #include namespace Ogre { OctreeCamera::OctreeCamera( const String& name, SceneManager* sm ) : Camera( name, sm ) { } OctreeCamera::~OctreeCamera() { } OctreeCamera::Visibility OctreeCamera::getVisibility( const AxisAlignedBox &bound ) { // Null boxes always invisible if ( bound.isNull() ) return NONE; // Make any pending updates to the calculated frustum updateView(); // Get corners of the box const Vector3* pCorners = bound.getAllCorners(); // For each plane, see if all points are on the negative side // If so, object is not visible. // If one or more are, it's partial. // If all aren't, full int corners[ 8 ] = {0, 4, 3, 5, 2, 6, 1, 7}; int planes[ 6 ] = {FRUSTUM_PLANE_TOP, FRUSTUM_PLANE_BOTTOM, FRUSTUM_PLANE_LEFT, FRUSTUM_PLANE_RIGHT, FRUSTUM_PLANE_FAR, FRUSTUM_PLANE_NEAR }; bool all_inside = true; for ( int plane = 0; plane < 6; ++plane ) { // Skip far plane if infinite view frustum if (mFarDist == 0 && planes[ plane ] == FRUSTUM_PLANE_FAR) continue; bool all_outside = true; float distance = 0; for ( int corner = 0; corner < 8; ++corner ) { distance = mFrustumPlanes[ planes[ plane ] ].getDistance( pCorners[ corners[ corner ] ] ); all_outside = all_outside && ( distance < 0 ); all_inside = all_inside && ( distance >= 0 ); if ( !all_outside && !all_inside ) break; } if ( all_outside ) return NONE; } if ( all_inside ) return FULL; else return PARTIAL; } }