/**************************************************************************** * VCGLib o o * * Visual and Computer Graphics Library o o * * _ O _ * * Copyright(C) 2004 \/)\/ * * Visual Computing Lab /\/| * * ISTI - Italian National Research Council | * * \ * * All rights reserved. * * * * This program is free software; you can redistribute it and/or modify * * it under the terms of the GNU 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 General Public License (http://www.gnu.org/licenses/gpl.txt) * * for more details. * * * ****************************************************************************/ /**************************************************************************** History $Log: not supported by cvs2svn $ Revision 1.4 2004/05/12 20:55:18 ponchio *** empty log message *** Revision 1.3 2004/03/31 15:06:41 ponchio #include -> #include Revision 1.2 2004/03/25 14:55:25 ponchio Adding copyright. ****************************************************************************/ #ifndef FRUSTUM_H #define FRUSTUM_H #include #include #include namespace vcg { template class Frustum: public View { public: void GetView(); Point3 ViewPoint(); T Resolution(float dist = 1); bool IsOutside(Point3 &point); bool IsOutside(Point3 &point, T radius); T Distance(Point3 &point, int plane); protected: T resolution; Plane3 planes[6]; Point3 view_point; }; typedef Frustum Frustumf; typedef Frustum Frustumd; //Implementation template Point3 Frustum::ViewPoint() { return view_point; } template T Frustum::Resolution(float dist) { return resolution * dist; } template bool Frustum::IsOutside(Point3 &point) { Point3 r = Project(point); if(r[0] < viewport[0] || r[0] > viewport[0]+viewport[2] || r[1] < viewport[1] || r[1] > viewport[1]+viewport[3]) return true; return false; } template bool Frustum::IsOutside(Point3 &point, T radius) { for(int i = 0; i < 4; i++) { T dist = Distance(point, i); if(dist < -radius) return true; } return false; } template T Frustum::Distance(Point3 &point, int plane) { return Distance(point, planes[plane]); } template void Frustum::GetView() { View::GetView(); // Point3d NE, SE, SW, NW, ne, se, sw, nw; int t = viewport[1] + viewport[3]; int b = viewport[1]; int r = viewport[0] + viewport[2]; int l = viewport[0]; Point3 nw = UnProject(Point3(l, b, 0)); Point3 sw = UnProject(Point3(l, t, 0)); Point3 ne = UnProject(Point3(r, b, 0)); Point3 se = UnProject(Point3(r, t, 0)); Point3 NW = UnProject(Point3(l, b, 1)); Point3 SW = UnProject(Point3(l, t, 1)); Point3 NE = UnProject(Point3(r, b, 1)); Point3 SE = UnProject(Point3(r, t, 1)); /* gluUnProject(l,b,0,model,proj,viewport,&nw[0], &nw[1], &nw[2]); gluUnProject(l,t,0,model,proj,viewport,&sw[0], &sw[1], &sw[2]); gluUnProject(r,b,0,model,proj,viewport,&ne[0], &ne[1], &ne[2]); gluUnProject(r,t,0,model,proj,viewport,&se[0], &se[1], &se[2]); gluUnProject(l,b,1,model,proj,viewport,&NW[0], &NW[1], &NW[2]); gluUnProject(l,t,1,model,proj,viewport,&SW[0], &SW[1], &SW[2]); gluUnProject(r,b,1,model,proj,viewport,&NE[0], &NE[1], &NE[2]); gluUnProject(r,t,1,model,proj,viewport,&SE[0], &SE[1], &SE[2]);*/ view_point = View::ViewPoint(); planes[0].Init(view_point, nw, ne); planes[1].Init(view_point, ne, se); planes[2].Init(view_point, se, sw); planes[3].Init(view_point, sw, nw); planes[4].Init(se, sw, nw); planes[5].Init(SW, SE, NE); for(int i = 0; i < 6; i++) planes[i].Normalize(); //calcoliamo la risoluzione: dimenzione di un pixel a distanza 1 dal view_point resolution = ((ne + NE) - (nw + NW)).Norm() /( viewport[2] * ((ne + NE) - view_point).Norm()); } }//namespace #endif