overte/libraries/voxels/src/ViewFrustum.h
2013-07-19 01:00:55 -07:00

149 lines
5.8 KiB
C++

//
// ViewFrustum.h
// hifi
//
// Created by Brad Hefta-Gaub on 04/11/13.
// Copyright (c) 2013 HighFidelity, Inc. All rights reserved.
//
// Simple view frustum class.
//
#ifndef __hifi__ViewFrustum__
#define __hifi__ViewFrustum__
#include <glm/glm.hpp>
#include <glm/gtc/quaternion.hpp>
#include "AABox.h"
#include "Plane.h"
#include "VoxelProjectedPolygon.h"
const float DEFAULT_KEYHOLE_RADIUS = 3.0f;
class ViewFrustum {
public:
// setters for camera attributes
void setPosition (const glm::vec3& p) { _position = p; };
void setOrientation (const glm::quat& orientationAsQuaternion);
// getters for camera attributes
const glm::vec3& getPosition() const { return _position; };
const glm::quat& getOrientation() const { return _orientation; };
const glm::vec3& getDirection() const { return _direction; };
const glm::vec3& getUp() const { return _up; };
const glm::vec3& getRight() const { return _right; };
// setters for lens attributes
void setFieldOfView ( float f ) { _fieldOfView = f; };
void setAspectRatio ( float a ) { _aspectRatio = a; };
void setNearClip ( float n ) { _nearClip = n; };
void setFarClip ( float f ) { _farClip = f; };
void setEyeOffsetPosition (const glm::vec3& p) { _eyeOffsetPosition = p; };
void setEyeOffsetOrientation (const glm::quat& o) { _eyeOffsetOrientation = o; };
// getters for lens attributes
float getFieldOfView() const { return _fieldOfView; };
float getAspectRatio() const { return _aspectRatio; };
float getNearClip() const { return _nearClip; };
float getFarClip() const { return _farClip; };
const glm::vec3& getEyeOffsetPosition() const { return _eyeOffsetPosition; };
const glm::quat& getEyeOffsetOrientation() const { return _eyeOffsetOrientation;};
const glm::vec3& getOffsetPosition() const { return _offsetPosition; };
const glm::vec3& getOffsetDirection() const { return _offsetDirection;};
const glm::vec3& getOffsetUp() const { return _offsetUp; };
const glm::vec3& getOffsetRight() const { return _offsetRight; };
const glm::vec3& getFarTopLeft() const { return _farTopLeft; };
const glm::vec3& getFarTopRight() const { return _farTopRight; };
const glm::vec3& getFarBottomLeft() const { return _farBottomLeft; };
const glm::vec3& getFarBottomRight() const { return _farBottomRight; };
const glm::vec3& getNearTopLeft() const { return _nearTopLeft; };
const glm::vec3& getNearTopRight() const { return _nearTopRight; };
const glm::vec3& getNearBottomLeft() const { return _nearBottomLeft; };
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();
ViewFrustum();
typedef enum {OUTSIDE, INTERSECT, INSIDE} location;
ViewFrustum::location pointInFrustum(const glm::vec3& point) const;
ViewFrustum::location sphereInFrustum(const glm::vec3& center, float radius) const;
ViewFrustum::location boxInFrustum(const AABox& box) const;
// some frustum comparisons
bool matches(const ViewFrustum& compareTo, bool debug = false) const;
bool matches(const ViewFrustum* compareTo, bool debug = false) const { return matches(*compareTo, debug); };
void computePickRay(float x, float y, glm::vec3& origin, glm::vec3& direction) const;
void computeOffAxisFrustum(float& left, float& right, float& bottom, float& top, float& near, float& far,
glm::vec4& nearClipPlane, glm::vec4& farClipPlane) const;
void printDebugDetails() const;
glm::vec2 projectPoint(glm::vec3 point, bool& pointInView) const;
VoxelProjectedPolygon getProjectedPolygon(const AABox& box) const;
glm::vec3 getFurthestPointFromCamera(const AABox& box) const;
private:
// Used for keyhole calculations
ViewFrustum::location pointInKeyhole(const glm::vec3& point) const;
ViewFrustum::location sphereInKeyhole(const glm::vec3& center, float radius) const;
ViewFrustum::location boxInKeyhole(const AABox& box) 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;
AABox _keyholeBoundingBox;
// 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;
// Used to project points
glm::mat4 _ourModelViewProjectionMatrix;
};
#endif /* defined(__hifi__ViewFrustum__) */