mirror of
https://github.com/overte-org/overte.git
synced 2025-07-23 02:30:14 +02:00
Fixed merge conflict
This commit is contained in:
commit
c96e01ef51
7 changed files with 728 additions and 621 deletions
File diff suppressed because it is too large
Load diff
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@ -112,7 +112,6 @@ private slots:
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void decreaseVoxelSize();
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void decreaseVoxelSize();
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void increaseVoxelSize();
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void increaseVoxelSize();
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void chooseVoxelPaintColor();
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void chooseVoxelPaintColor();
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void setAutosave(bool wantsAutosave);
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void loadSettings(QSettings* set = NULL);
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void loadSettings(QSettings* set = NULL);
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void saveSettings(QSettings* set = NULL);
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void saveSettings(QSettings* set = NULL);
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void importSettings();
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void importSettings();
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@ -132,6 +131,7 @@ private:
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void initDisplay();
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void initDisplay();
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void init();
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void init();
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void update(float deltaTime);
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void updateAvatar(float deltaTime);
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void updateAvatar(float deltaTime);
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void loadViewFrustum(Camera& camera, ViewFrustum& viewFrustum);
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void loadViewFrustum(Camera& camera, ViewFrustum& viewFrustum);
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@ -227,7 +227,7 @@ private:
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ViewFrustum _viewFrustum; // current state of view frustum, perspective, orientation, etc.
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ViewFrustum _viewFrustum; // current state of view frustum, perspective, orientation, etc.
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enum FrustumDrawMode { FRUSTUM_DRAW_MODE_ALL, FRUSTUM_DRAW_MODE_VECTORS, FRUSTUM_DRAW_MODE_PLANES,
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enum FrustumDrawMode { FRUSTUM_DRAW_MODE_ALL, FRUSTUM_DRAW_MODE_VECTORS, FRUSTUM_DRAW_MODE_PLANES,
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FRUSTUM_DRAW_MODE_NEAR_PLANE, FRUSTUM_DRAW_MODE_FAR_PLANE, FRUSTUM_DRAW_MODE_COUNT };
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FRUSTUM_DRAW_MODE_NEAR_PLANE, FRUSTUM_DRAW_MODE_FAR_PLANE, FRUSTUM_DRAW_MODE_KEYHOLE, FRUSTUM_DRAW_MODE_COUNT };
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FrustumDrawMode _frustumDrawingMode;
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FrustumDrawMode _frustumDrawingMode;
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float _viewFrustumOffsetYaw; // the following variables control yaw, pitch, roll and distance form regular
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float _viewFrustumOffsetYaw; // the following variables control yaw, pitch, roll and distance form regular
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@ -294,8 +294,6 @@ private:
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int _packetsPerSecond;
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int _packetsPerSecond;
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int _bytesPerSecond;
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int _bytesPerSecond;
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int _bytesCount;
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int _bytesCount;
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bool _autosave; // True if the autosave is on.
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};
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};
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#endif /* defined(__interface__Application__) */
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#endif /* defined(__interface__Application__) */
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@ -1225,6 +1225,8 @@ void Avatar::loadData(QSettings* set) {
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_position.y = set->value("position_y", _position.y).toFloat();
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_position.y = set->value("position_y", _position.y).toFloat();
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_position.z = set->value("position_z", _position.z).toFloat();
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_position.z = set->value("position_z", _position.z).toFloat();
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_voxels.setVoxelURL(set->value("voxelURL").toUrl());
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set->endGroup();
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set->endGroup();
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}
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}
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@ -1244,6 +1246,8 @@ void Avatar::saveData(QSettings* set) {
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set->setValue("position_y", _position.y);
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set->setValue("position_y", _position.y);
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set->setValue("position_z", _position.z);
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set->setValue("position_z", _position.z);
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set->setValue("voxelURL", _voxels.getVoxelURL());
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set->endGroup();
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set->endGroup();
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}
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}
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@ -71,7 +71,7 @@ void Camera::updateFollowMode(float deltaTime) {
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_distance = _previousDistance * (1.0f - _modeShift) + _newDistance * _modeShift;
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_distance = _previousDistance * (1.0f - _modeShift) + _newDistance * _modeShift;
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_tightness = _previousTightness * (1.0f - _modeShift) + _newTightness * _modeShift;
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_tightness = _previousTightness * (1.0f - _modeShift) + _newTightness * _modeShift;
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if (_linearModeShift > 1.0f ) {
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if (_needsToInitialize || _linearModeShift > 1.0f) {
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_linearModeShift = 1.0f;
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_linearModeShift = 1.0f;
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_modeShift = 1.0f;
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_modeShift = 1.0f;
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_upShift = _newUpShift;
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_upShift = _newUpShift;
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@ -24,28 +24,29 @@ enum BoxFace {
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const int FACE_COUNT = 6;
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const int FACE_COUNT = 6;
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class AABox
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class AABox
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{
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{
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public:
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public:
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AABox(const glm::vec3& corner, float x, float y, float z) : _corner(corner), _size(x,y,z) { };
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AABox(const glm::vec3& corner, float size) : _corner(corner), _size(size, size, size) { };
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AABox(const glm::vec3& corner, const glm::vec3& size) : _corner(corner), _size(size) { };
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AABox(const glm::vec3& corner, float x, float y, float z) : _corner(corner), _size(x, y, z) { };
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AABox(const glm::vec3& corner, const glm::vec3& size) : _corner(corner), _size(size) { };
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AABox() : _corner(0,0,0), _size(0,0,0) { }
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AABox() : _corner(0,0,0), _size(0,0,0) { }
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~AABox() { }
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~AABox() { }
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void setBox(const glm::vec3& corner, float x, float y, float z) { setBox(corner,glm::vec3(x,y,z)); };
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void setBox(const glm::vec3& corner, float x, float y, float z) { setBox(corner,glm::vec3(x,y,z)); };
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void setBox(const glm::vec3& corner, const glm::vec3& size);
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void setBox(const glm::vec3& corner, const glm::vec3& size);
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// for use in frustum computations
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// for use in frustum computations
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glm::vec3 getVertexP(const glm::vec3& normal) const;
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glm::vec3 getVertexP(const glm::vec3& normal) const;
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glm::vec3 getVertexN(const glm::vec3& normal) const;
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glm::vec3 getVertexN(const glm::vec3& normal) const;
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void scale(float scale);
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void scale(float scale);
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const glm::vec3& getCorner() const { return _corner; };
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const glm::vec3& getCorner() const { return _corner; };
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const glm::vec3& getSize() const { return _size; };
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const glm::vec3& getSize() const { return _size; };
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const glm::vec3& getCenter() const { return _center; };
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const glm::vec3& getCenter() const { return _center; };
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bool contains(const glm::vec3& point) const;
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bool contains(const glm::vec3& point) const;
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bool expandedContains(const glm::vec3& point, float expansion) const;
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bool expandedContains(const glm::vec3& point, float expansion) const;
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@ -55,16 +56,16 @@ public:
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bool findCapsulePenetration(const glm::vec3& start, const glm::vec3& end, float radius, glm::vec3& penetration) const;
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bool findCapsulePenetration(const glm::vec3& start, const glm::vec3& end, float radius, glm::vec3& penetration) const;
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private:
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private:
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glm::vec3 getClosestPointOnFace(const glm::vec3& point, BoxFace face) const;
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glm::vec3 getClosestPointOnFace(const glm::vec3& point, BoxFace face) const;
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glm::vec3 getClosestPointOnFace(const glm::vec4& origin, const glm::vec4& direction, BoxFace face) const;
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glm::vec3 getClosestPointOnFace(const glm::vec4& origin, const glm::vec4& direction, BoxFace face) const;
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glm::vec4 getPlane(BoxFace face) const;
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glm::vec4 getPlane(BoxFace face) const;
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static BoxFace getOppositeFace(BoxFace face);
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static BoxFace getOppositeFace(BoxFace face);
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glm::vec3 _corner;
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glm::vec3 _corner;
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glm::vec3 _center;
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glm::vec3 _center;
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glm::vec3 _size;
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glm::vec3 _size;
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};
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};
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@ -29,6 +29,7 @@ ViewFrustum::ViewFrustum() :
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_aspectRatio(1.0),
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_aspectRatio(1.0),
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_nearClip(0.1),
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_nearClip(0.1),
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_farClip(500.0),
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_farClip(500.0),
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_keyholeRadius(DEFAULT_KEYHOLE_RADIUS),
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_farTopLeft(0,0,0),
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_farTopLeft(0,0,0),
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_farTopRight(0,0,0),
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_farTopRight(0,0,0),
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_farBottomLeft(0,0,0),
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_farBottomLeft(0,0,0),
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@ -36,7 +37,9 @@ ViewFrustum::ViewFrustum() :
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_nearTopLeft(0,0,0),
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_nearTopLeft(0,0,0),
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_nearTopRight(0,0,0),
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_nearTopRight(0,0,0),
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_nearBottomLeft(0,0,0),
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_nearBottomLeft(0,0,0),
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_nearBottomRight(0,0,0) { }
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_nearBottomRight(0,0,0)
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{
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}
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void ViewFrustum::setOrientation(const glm::quat& orientationAsQuaternion) {
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void ViewFrustum::setOrientation(const glm::quat& orientationAsQuaternion) {
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_orientation = orientationAsQuaternion;
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_orientation = orientationAsQuaternion;
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@ -114,42 +117,6 @@ void ViewFrustum::calculate() {
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}
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}
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void ViewFrustum::dump() const {
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printLog("position.x=%f, position.y=%f, position.z=%f\n", _position.x, _position.y, _position.z);
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printLog("direction.x=%f, direction.y=%f, direction.z=%f\n", _direction.x, _direction.y, _direction.z);
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printLog("up.x=%f, up.y=%f, up.z=%f\n", _up.x, _up.y, _up.z);
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printLog("right.x=%f, right.y=%f, right.z=%f\n", _right.x, _right.y, _right.z);
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printLog("farDist=%f\n", _farClip);
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printLog("nearDist=%f\n", _nearClip);
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printLog("eyeOffsetPosition=%f,%f,%f\n", _eyeOffsetPosition.x, _eyeOffsetPosition.y, _eyeOffsetPosition.z);
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printLog("eyeOffsetOrientation=%f,%f,%f,%f\n", _eyeOffsetOrientation.x, _eyeOffsetOrientation.y,
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_eyeOffsetOrientation.z, _eyeOffsetOrientation.w);
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printLog("farTopLeft.x=%f, farTopLeft.y=%f, farTopLeft.z=%f\n",
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_farTopLeft.x, _farTopLeft.y, _farTopLeft.z);
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printLog("farTopRight.x=%f, farTopRight.y=%f, farTopRight.z=%f\n",
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_farTopRight.x, _farTopRight.y, _farTopRight.z);
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printLog("farBottomLeft.x=%f, farBottomLeft.y=%f, farBottomLeft.z=%f\n",
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_farBottomLeft.x, _farBottomLeft.y, _farBottomLeft.z);
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printLog("farBottomRight.x=%f, farBottomRight.y=%f, farBottomRight.z=%f\n",
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_farBottomRight.x, _farBottomRight.y, _farBottomRight.z);
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printLog("nearTopLeft.x=%f, nearTopLeft.y=%f, nearTopLeft.z=%f\n",
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_nearTopLeft.x, _nearTopLeft.y, _nearTopLeft.z);
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printLog("nearTopRight.x=%f, nearTopRight.y=%f, nearTopRight.z=%f\n",
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_nearTopRight.x, _nearTopRight.y, _nearTopRight.z);
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printLog("nearBottomLeft.x=%f, nearBottomLeft.y=%f, nearBottomLeft.z=%f\n",
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_nearBottomLeft.x, _nearBottomLeft.y, _nearBottomLeft.z);
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printLog("nearBottomRight.x=%f, nearBottomRight.y=%f, nearBottomRight.z=%f\n",
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_nearBottomRight.x, _nearBottomRight.y, _nearBottomRight.z);
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}
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//enum { TOP_PLANE = 0, BOTTOM_PLANE, LEFT_PLANE, RIGHT_PLANE, NEAR_PLANE, FAR_PLANE };
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//enum { TOP_PLANE = 0, BOTTOM_PLANE, LEFT_PLANE, RIGHT_PLANE, NEAR_PLANE, FAR_PLANE };
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const char* ViewFrustum::debugPlaneName (int plane) const {
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const char* ViewFrustum::debugPlaneName (int plane) const {
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switch (plane) {
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switch (plane) {
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@ -163,52 +130,147 @@ const char* ViewFrustum::debugPlaneName (int plane) const {
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return "Unknown";
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return "Unknown";
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}
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}
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ViewFrustum::location ViewFrustum::pointInSphere(const glm::vec3& point, const glm::vec3& center, float radius ) const {
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ViewFrustum::location ViewFrustum::pointInFrustum(const glm::vec3& point) const {
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ViewFrustum::location result = INTERSECT;
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//printf("ViewFrustum::pointInFrustum() point=%f,%f,%f\n",point.x,point.y,point.z);
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//dump();
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ViewFrustum::location result = INSIDE;
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for(int i=0; i < 6; i++) {
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float distance = _planes[i].distance(point);
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//printf("plane[%d] %s -- distance=%f \n",i,debugPlaneName(i),distance);
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if (distance < 0) {
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float distance = glm::distance(point, center);
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return OUTSIDE;
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if (distance > radius) {
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result = OUTSIDE;
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} else if (distance < radius) {
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result = INSIDE;
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}
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return result;
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}
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// To determine if two spheres intersect, simply calculate the distance between the centers of the two spheres.
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// If the distance is greater than the sum of the two sphere radii, they don’t intersect. Otherwise they intersect.
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// If the distance plus the radius of sphere A is less than the radius of sphere B then, sphere A is inside of sphere B
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ViewFrustum::location ViewFrustum::sphereInSphere(const glm::vec3& centerA, float radiusA,
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const glm::vec3& centerB, float radiusB ) const {
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ViewFrustum::location result = INTERSECT;
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float distanceFromAtoB = glm::distance(centerA, centerB);
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if (distanceFromAtoB > (radiusA + radiusB)) {
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result = OUTSIDE;
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} else if ((distanceFromAtoB + radiusA) < radiusB) {
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result = INSIDE;
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}
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return result;
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}
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// A box is inside a sphere if all of its corners are inside the sphere
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// A box intersects a sphere if any of its edges (as rays) interesect the sphere
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// A box is outside a sphere if none of its edges (as rays) interesect the sphere
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ViewFrustum::location ViewFrustum::boxInSphere(const AABox& box, const glm::vec3& center, float radius) const {
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glm::vec3 penetration;
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bool intersects = box.findSpherePenetration(center, radius, penetration);
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ViewFrustum::location result = OUTSIDE;
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// if the box intersects the sphere, then it may also be inside... calculate further
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if (intersects) {
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result = INTERSECT;
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// test all the corners, if they are all inside the sphere, the entire box is in the sphere
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glm::vec3 testPoint = box.getCorner();
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glm::vec3 size = box.getSize();
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if (pointInSphere(testPoint, center, radius)) {
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testPoint = box.getCorner() + glm::vec3(size.x, 0.0f, 0.0f);
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if (pointInSphere(testPoint, center, radius)) {
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testPoint = box.getCorner() + glm::vec3(0.0f, 0.0f, size.z);
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if (pointInSphere(testPoint, center, radius)) {
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testPoint = box.getCorner() + glm::vec3(size.x, 0.0f, size.z);
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if (pointInSphere(testPoint, center, radius)) {
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testPoint = box.getCorner() + glm::vec3(0.0f, size.y, 0.0f);
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if (pointInSphere(testPoint, center, radius)) {
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testPoint = box.getCorner() + glm::vec3(size.x, size.y, 0.0f);
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if (pointInSphere(testPoint, center, radius)) {
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testPoint = box.getCorner() + glm::vec3(0.0f, size.y, size.z);
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if (pointInSphere(testPoint, center, radius)) {
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testPoint = box.getCorner() + glm::vec3(size.x, size.y, size.z);
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if (pointInSphere(testPoint, center, radius)) {
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result = INSIDE;
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}
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}
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}
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}
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}
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}
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}
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}
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}
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}
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}
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return(result);
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return result;
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}
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ViewFrustum::location ViewFrustum::pointInFrustum(const glm::vec3& point) const {
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ViewFrustum::location regularResult = INSIDE;
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ViewFrustum::location keyholeResult = OUTSIDE;
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// If we have a keyholeRadius, check that first, since it's cheaper
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if (_keyholeRadius >= 0.0f) {
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keyholeResult = pointInSphere(point, _position, _keyholeRadius);
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}
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if (keyholeResult == INSIDE) {
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return keyholeResult;
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}
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// If we're not known to be INSIDE the keyhole, then check the regular frustum
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||||||
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for(int i=0; i < 6; i++) {
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float distance = _planes[i].distance(point);
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||||||
|
if (distance < 0) {
|
||||||
|
return keyholeResult; // escape early will be the value from checking the keyhole
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return regularResult;
|
||||||
}
|
}
|
||||||
|
|
||||||
ViewFrustum::location ViewFrustum::sphereInFrustum(const glm::vec3& center, float radius) const {
|
ViewFrustum::location ViewFrustum::sphereInFrustum(const glm::vec3& center, float radius) const {
|
||||||
ViewFrustum::location result = INSIDE;
|
ViewFrustum::location regularResult = INSIDE;
|
||||||
|
ViewFrustum::location keyholeResult = OUTSIDE;
|
||||||
|
|
||||||
|
// If we have a keyholeRadius, check that first, since it's cheaper
|
||||||
|
if (_keyholeRadius >= 0.0f) {
|
||||||
|
keyholeResult = sphereInSphere(center, radius, _position, _keyholeRadius);
|
||||||
|
}
|
||||||
|
if (keyholeResult == INSIDE) {
|
||||||
|
return keyholeResult;
|
||||||
|
}
|
||||||
|
|
||||||
float distance;
|
float distance;
|
||||||
for(int i=0; i < 6; i++) {
|
for(int i=0; i < 6; i++) {
|
||||||
distance = _planes[i].distance(center);
|
distance = _planes[i].distance(center);
|
||||||
if (distance < -radius)
|
if (distance < -radius) {
|
||||||
return OUTSIDE;
|
// This is outside the regular frustum, so just return the value from checking the keyhole
|
||||||
else if (distance < radius)
|
return keyholeResult;
|
||||||
result = INTERSECT;
|
} else if (distance < radius) {
|
||||||
|
regularResult = INTERSECT;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
return(result);
|
|
||||||
|
return regularResult;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
ViewFrustum::location ViewFrustum::boxInFrustum(const AABox& box) const {
|
ViewFrustum::location ViewFrustum::boxInFrustum(const AABox& box) const {
|
||||||
|
ViewFrustum::location regularResult = INSIDE;
|
||||||
|
ViewFrustum::location keyholeResult = OUTSIDE;
|
||||||
|
|
||||||
|
// If we have a keyholeRadius, check that first, since it's cheaper
|
||||||
|
if (_keyholeRadius >= 0.0f) {
|
||||||
|
keyholeResult = boxInSphere(box, _position, _keyholeRadius);
|
||||||
|
}
|
||||||
|
if (keyholeResult == INSIDE) {
|
||||||
|
return keyholeResult;
|
||||||
|
}
|
||||||
|
|
||||||
//printf("ViewFrustum::boxInFrustum() box.corner=%f,%f,%f x=%f\n",
|
|
||||||
// box.getCorner().x,box.getCorner().y,box.getCorner().z,box.getSize().x);
|
|
||||||
ViewFrustum::location result = INSIDE;
|
|
||||||
for(int i=0; i < 6; i++) {
|
for(int i=0; i < 6; i++) {
|
||||||
|
|
||||||
//printf("plane[%d] -- point(%f,%f,%f) normal(%f,%f,%f) d=%f \n",i,
|
|
||||||
// _planes[i].getPoint().x, _planes[i].getPoint().y, _planes[i].getPoint().z,
|
|
||||||
// _planes[i].getNormal().x, _planes[i].getNormal().y, _planes[i].getNormal().z,
|
|
||||||
// _planes[i].getDCoefficient()
|
|
||||||
//);
|
|
||||||
|
|
||||||
glm::vec3 normal = _planes[i].getNormal();
|
glm::vec3 normal = _planes[i].getNormal();
|
||||||
glm::vec3 boxVertexP = box.getVertexP(normal);
|
glm::vec3 boxVertexP = box.getVertexP(normal);
|
||||||
float planeToBoxVertexPDistance = _planes[i].distance(boxVertexP);
|
float planeToBoxVertexPDistance = _planes[i].distance(boxVertexP);
|
||||||
|
@ -216,19 +278,14 @@ ViewFrustum::location ViewFrustum::boxInFrustum(const AABox& box) const {
|
||||||
glm::vec3 boxVertexN = box.getVertexN(normal);
|
glm::vec3 boxVertexN = box.getVertexN(normal);
|
||||||
float planeToBoxVertexNDistance = _planes[i].distance(boxVertexN);
|
float planeToBoxVertexNDistance = _planes[i].distance(boxVertexN);
|
||||||
|
|
||||||
//printf("plane[%d] normal=(%f,%f,%f) bVertexP=(%f,%f,%f) planeToBoxVertexPDistance=%f boxVertexN=(%f,%f,%f) planeToBoxVertexNDistance=%f\n",i,
|
|
||||||
// normal.x,normal.y,normal.z,
|
|
||||||
// boxVertexP.x,boxVertexP.y,boxVertexP.z,planeToBoxVertexPDistance,
|
|
||||||
// boxVertexN.x,boxVertexN.y,boxVertexN.z,planeToBoxVertexNDistance
|
|
||||||
// );
|
|
||||||
|
|
||||||
if (planeToBoxVertexPDistance < 0) {
|
if (planeToBoxVertexPDistance < 0) {
|
||||||
return OUTSIDE;
|
// This is outside the regular frustum, so just return the value from checking the keyhole
|
||||||
|
return keyholeResult;
|
||||||
} else if (planeToBoxVertexNDistance < 0) {
|
} else if (planeToBoxVertexNDistance < 0) {
|
||||||
result = INTERSECT;
|
regularResult = INTERSECT;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
return(result);
|
return regularResult;
|
||||||
}
|
}
|
||||||
|
|
||||||
bool testMatches(glm::quat lhs, glm::quat rhs) {
|
bool testMatches(glm::quat lhs, glm::quat rhs) {
|
||||||
|
|
|
@ -16,44 +16,9 @@
|
||||||
#include "Plane.h"
|
#include "Plane.h"
|
||||||
#include "AABox.h"
|
#include "AABox.h"
|
||||||
|
|
||||||
|
const float DEFAULT_KEYHOLE_RADIUS = 2.0f;
|
||||||
|
|
||||||
class ViewFrustum {
|
class ViewFrustum {
|
||||||
private:
|
|
||||||
|
|
||||||
// camera location/orientation attributes
|
|
||||||
glm::vec3 _position;
|
|
||||||
glm::quat _orientation;
|
|
||||||
|
|
||||||
// calculated for orientation
|
|
||||||
glm::vec3 _direction;
|
|
||||||
glm::vec3 _up;
|
|
||||||
glm::vec3 _right;
|
|
||||||
|
|
||||||
// Lens attributes
|
|
||||||
float _fieldOfView;
|
|
||||||
float _aspectRatio;
|
|
||||||
float _nearClip;
|
|
||||||
float _farClip;
|
|
||||||
glm::vec3 _eyeOffsetPosition;
|
|
||||||
glm::quat _eyeOffsetOrientation;
|
|
||||||
|
|
||||||
// Calculated values
|
|
||||||
glm::vec3 _offsetPosition;
|
|
||||||
glm::vec3 _offsetDirection;
|
|
||||||
glm::vec3 _offsetUp;
|
|
||||||
glm::vec3 _offsetRight;
|
|
||||||
glm::vec3 _farTopLeft;
|
|
||||||
glm::vec3 _farTopRight;
|
|
||||||
glm::vec3 _farBottomLeft;
|
|
||||||
glm::vec3 _farBottomRight;
|
|
||||||
glm::vec3 _nearTopLeft;
|
|
||||||
glm::vec3 _nearTopRight;
|
|
||||||
glm::vec3 _nearBottomLeft;
|
|
||||||
glm::vec3 _nearBottomRight;
|
|
||||||
enum { TOP_PLANE = 0, BOTTOM_PLANE, LEFT_PLANE, RIGHT_PLANE, NEAR_PLANE, FAR_PLANE };
|
|
||||||
Plane _planes[6]; // How will this be used?
|
|
||||||
|
|
||||||
const char* debugPlaneName (int plane) const;
|
|
||||||
|
|
||||||
public:
|
public:
|
||||||
// setters for camera attributes
|
// setters for camera attributes
|
||||||
void setPosition (const glm::vec3& p) { _position = p; };
|
void setPosition (const glm::vec3& p) { _position = p; };
|
||||||
|
@ -74,7 +39,6 @@ public:
|
||||||
void setEyeOffsetPosition (const glm::vec3& p) { _eyeOffsetPosition = p; };
|
void setEyeOffsetPosition (const glm::vec3& p) { _eyeOffsetPosition = p; };
|
||||||
void setEyeOffsetOrientation (const glm::quat& o) { _eyeOffsetOrientation = o; };
|
void setEyeOffsetOrientation (const glm::quat& o) { _eyeOffsetOrientation = o; };
|
||||||
|
|
||||||
|
|
||||||
// getters for lens attributes
|
// getters for lens attributes
|
||||||
float getFieldOfView() const { return _fieldOfView; };
|
float getFieldOfView() const { return _fieldOfView; };
|
||||||
float getAspectRatio() const { return _aspectRatio; };
|
float getAspectRatio() const { return _aspectRatio; };
|
||||||
|
@ -98,12 +62,14 @@ public:
|
||||||
const glm::vec3& getNearBottomLeft() const { return _nearBottomLeft; };
|
const glm::vec3& getNearBottomLeft() const { return _nearBottomLeft; };
|
||||||
const glm::vec3& getNearBottomRight() const { return _nearBottomRight;};
|
const glm::vec3& getNearBottomRight() const { return _nearBottomRight;};
|
||||||
|
|
||||||
|
// get/set for keyhole attribute
|
||||||
|
void setKeyholeRadius(float keyholdRadius) { _keyholeRadius = keyholdRadius; };
|
||||||
|
float getKeyholeRadius() const { return _keyholeRadius; };
|
||||||
|
|
||||||
void calculate();
|
void calculate();
|
||||||
|
|
||||||
ViewFrustum();
|
ViewFrustum();
|
||||||
|
|
||||||
void dump() const;
|
|
||||||
|
|
||||||
typedef enum {OUTSIDE, INTERSECT, INSIDE} location;
|
typedef enum {OUTSIDE, INTERSECT, INSIDE} location;
|
||||||
|
|
||||||
ViewFrustum::location pointInFrustum(const glm::vec3& point) const;
|
ViewFrustum::location pointInFrustum(const glm::vec3& point) const;
|
||||||
|
@ -120,6 +86,53 @@ public:
|
||||||
glm::vec4& nearClipPlane, glm::vec4& farClipPlane) const;
|
glm::vec4& nearClipPlane, glm::vec4& farClipPlane) const;
|
||||||
|
|
||||||
void printDebugDetails() const;
|
void printDebugDetails() const;
|
||||||
|
|
||||||
|
private:
|
||||||
|
|
||||||
|
// Used for keyhole calculations
|
||||||
|
ViewFrustum::location pointInSphere(const glm::vec3& point, const glm::vec3& center, float radius) const;
|
||||||
|
ViewFrustum::location sphereInSphere(const glm::vec3& centerA, float radiusA, const glm::vec3& centerB, float radiusB) const;
|
||||||
|
ViewFrustum::location boxInSphere(const AABox& box, const glm::vec3& center, float radius) const;
|
||||||
|
|
||||||
|
// camera location/orientation attributes
|
||||||
|
glm::vec3 _position;
|
||||||
|
glm::quat _orientation;
|
||||||
|
|
||||||
|
// calculated for orientation
|
||||||
|
glm::vec3 _direction;
|
||||||
|
glm::vec3 _up;
|
||||||
|
glm::vec3 _right;
|
||||||
|
|
||||||
|
// Lens attributes
|
||||||
|
float _fieldOfView;
|
||||||
|
float _aspectRatio;
|
||||||
|
float _nearClip;
|
||||||
|
float _farClip;
|
||||||
|
glm::vec3 _eyeOffsetPosition;
|
||||||
|
glm::quat _eyeOffsetOrientation;
|
||||||
|
|
||||||
|
// keyhole attributes
|
||||||
|
float _keyholeRadius;
|
||||||
|
|
||||||
|
|
||||||
|
// Calculated values
|
||||||
|
glm::vec3 _offsetPosition;
|
||||||
|
glm::vec3 _offsetDirection;
|
||||||
|
glm::vec3 _offsetUp;
|
||||||
|
glm::vec3 _offsetRight;
|
||||||
|
glm::vec3 _farTopLeft;
|
||||||
|
glm::vec3 _farTopRight;
|
||||||
|
glm::vec3 _farBottomLeft;
|
||||||
|
glm::vec3 _farBottomRight;
|
||||||
|
glm::vec3 _nearTopLeft;
|
||||||
|
glm::vec3 _nearTopRight;
|
||||||
|
glm::vec3 _nearBottomLeft;
|
||||||
|
glm::vec3 _nearBottomRight;
|
||||||
|
enum { TOP_PLANE = 0, BOTTOM_PLANE, LEFT_PLANE, RIGHT_PLANE, NEAR_PLANE, FAR_PLANE };
|
||||||
|
Plane _planes[6]; // How will this be used?
|
||||||
|
|
||||||
|
const char* debugPlaneName (int plane) const;
|
||||||
|
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue