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remove ViewFrustum class for now
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2 changed files with 0 additions and 111 deletions
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//
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// ViewFrustum.cpp
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// hifi
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//
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// Created by Brad Hefta-Gaub on 04/11/13.
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//
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// Simple view frustum class.
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//
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//
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#if 0
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#include "Vector3D.h"
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#include "Orientation.h"
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#include "ViewFrustum.h"
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ViewFrustum::ViewFrustum(Vector3D position, Orientation direction) {
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this->calculateViewFrustum(position, direction);
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}
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/////////////////////////////////////////////////////////////////////////////////////
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// render_view_frustum()
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//
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// Description: this will render the view frustum bounds for EITHER the head
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// or the "myCamera". It appears as if the orientation that comes
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// from these two sources is in different coordinate spaces (namely)
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// their axis orientations don't match.
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void ViewFrustum::calculateViewFrustum(Vector3D position, Orientation direction) {
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float nearDist = 0.1;
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float farDist = 1.0;
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Vector3D front = direction.getFront();
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Vector3D up = direction.getUp();
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Vector3D right = direction.getRight();
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float fovHalfAngle = 0.7854f; // 45 deg for half, so fov = 90 deg
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float screenWidth = 800;//::WIDTH; // These values come from reshape()
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float screenHeight = 600; //::HEIGHT;
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float ratio = screenWidth/screenHeight;
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float nearHeight = 2 * tan(fovHalfAngle) * nearDist;
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float nearWidth = nearHeight * ratio;
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float farHeight = 2 * tan(fovHalfAngle) * farDist;
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float farWidth = farHeight * ratio;
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this->_farCenter = position+front*farDist;
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this->_farTopLeft = this->_farCenter + (up*farHeight*0.5) - (right*farWidth*0.5);
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this->_farTopRight = this->_farCenter + (up*farHeight*0.5) + (right*farWidth*0.5);
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this->_farBottomLeft = this->_farCenter - (up*farHeight*0.5) - (right*farWidth*0.5);
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this->_farBottomRight = this->_farCenter - (up*farHeight*0.5) + (right*farWidth*0.5);
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this->_nearCenter = position+front*nearDist;
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this->_nearTopLeft = this->_nearCenter + (up*nearHeight*0.5) - (right*nearWidth*0.5);
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this->_nearTopRight = this->_nearCenter + (up*nearHeight*0.5) + (right*nearWidth*0.5);
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this->_nearBottomLeft = this->_nearCenter - (up*nearHeight*0.5) - (right*nearWidth*0.5);
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this->_nearBottomRight = this->_nearCenter - (up*nearHeight*0.5) + (right*nearWidth*0.5);
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}
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#endif
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@ -1,49 +0,0 @@
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//
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// ViewFrustum.h
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// hifi
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//
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// Created by Brad Hefta-Gaub on 04/11/13.
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//
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// Simple view frustum class.
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//
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//
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#ifndef __hifi__ViewFrustum__
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#define __hifi__ViewFrustum__
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#include "Vector3D.h"
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#include "Orientation.h"
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class ViewFrustum {
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private:
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Vector3D _farCenter;
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Vector3D _farTopLeft;
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Vector3D _farTopRight;
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Vector3D _farBottomLeft;
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Vector3D _farBottomRight;
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Vector3D _nearCenter;
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Vector3D _nearTopLeft;
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Vector3D _nearTopRight;
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Vector3D _nearBottomLeft;
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Vector3D _nearBottomRight;
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public:
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Vector3D getFarCenter() const { return _farCenter; };
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Vector3D getFarTopLeft() const { return _farTopLeft; };
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Vector3D getFarTopRight() const { return _farTopRight; };
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Vector3D getFarBottomLeft() const { return _farBottomLeft; };
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Vector3D getFarBottomRight() const { return _farBottomRight; };
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Vector3D getNearCenter() const { return _nearCenter; };
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Vector3D getNearTopLeft() const { return _nearTopLeft; };
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Vector3D getNearTopRight() const { return _nearTopRight; };
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Vector3D getNearBottomLeft() const { return _nearBottomLeft; };
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Vector3D getNearBottomRight() const { return _nearBottomRight; };
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void calculateViewFrustum(Vector3D position, Orientation direction);
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ViewFrustum(Vector3D position, Orientation direction);
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};
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#endif /* defined(__hifi__ViewFrustum__) */
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