Improved Plane, fixed Frustum computation from Matrix4, implemented Frustum contains() tests.
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715f3b7157
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4 changed files with 95 additions and 17 deletions
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@ -16,14 +16,15 @@
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//! View frustum for visibility determination
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//! View frustum for visibility determination
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use array::Array2;
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use array::Array2;
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use bound::*;
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use matrix::Matrix4;
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use matrix::Matrix4;
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use num::BaseFloat;
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use num::BaseFloat;
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use plane::Plane;
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use plane::Plane;
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use point::Point3;
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use point::Point3;
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use vector::{Vector, EuclideanVector};
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use vector::{Vector, EuclideanVector};
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#[derive(Copy, Clone, PartialEq, RustcEncodable, RustcDecodable)]
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#[derive(Copy, Clone, Debug, PartialEq, RustcEncodable, RustcDecodable)]
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pub struct Frustum<S> {
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pub struct Frustum<S: BaseFloat> {
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pub left: Plane<S>,
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pub left: Plane<S>,
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pub right: Plane<S>,
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pub right: Plane<S>,
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pub bottom: Plane<S>,
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pub bottom: Plane<S>,
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@ -34,7 +35,7 @@ pub struct Frustum<S> {
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impl<S: BaseFloat + 'static>
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impl<S: BaseFloat + 'static>
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Frustum<S> {
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Frustum<S> {
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/// Constructs a frustum
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/// Construct a frustum.
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pub fn new(left: Plane<S>, right: Plane<S>,
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pub fn new(left: Plane<S>, right: Plane<S>,
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bottom: Plane<S>, top: Plane<S>,
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bottom: Plane<S>, top: Plane<S>,
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near: Plane<S>, far: Plane<S>) -> Frustum<S> {
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near: Plane<S>, far: Plane<S>) -> Frustum<S> {
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@ -48,14 +49,38 @@ Frustum<S> {
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}
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}
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}
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}
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/// Extracts frustum planes from a projection matrix
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/// Extract frustum planes from a projection matrix.
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pub fn from_matrix4(mat: Matrix4<S>) -> Frustum<S> {
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pub fn from_matrix4(mat: Matrix4<S>) -> Option<Frustum<S>> {
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Frustum::new(Plane::from_vector4(mat.row(3).add_v(&mat.row(0)).normalize()),
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Some(Frustum::new(
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Plane::from_vector4(mat.row(3).sub_v(&mat.row(0)).normalize()),
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match Plane::from_vector4_alt(mat.row(3).add_v(&mat.row(0))).normalize()
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Plane::from_vector4(mat.row(3).add_v(&mat.row(1)).normalize()),
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{ Some(p) => p, None => return None },
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Plane::from_vector4(mat.row(3).sub_v(&mat.row(1)).normalize()),
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match Plane::from_vector4_alt(mat.row(3).sub_v(&mat.row(0))).normalize()
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Plane::from_vector4(mat.row(3).add_v(&mat.row(2)).normalize()),
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{ Some(p) => p, None => return None },
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Plane::from_vector4(mat.row(3).sub_v(&mat.row(2)).normalize()))
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match Plane::from_vector4_alt(mat.row(3).add_v(&mat.row(1))).normalize()
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{ Some(p) => p, None => return None },
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match Plane::from_vector4_alt(mat.row(3).sub_v(&mat.row(1))).normalize()
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{ Some(p) => p, None => return None },
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match Plane::from_vector4_alt(mat.row(3).add_v(&mat.row(2))).normalize()
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{ Some(p) => p, None => return None },
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match Plane::from_vector4_alt(mat.row(3).sub_v(&mat.row(2))).normalize()
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{ Some(p) => p, None => return None }
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))
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}
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/// Find the spatial relation of a bound inside this frustum.
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pub fn contains<B: Bound<S>>(&self, bound: &B) -> Relation {
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[&self.left, &self.right, &self.top, &self.bottom, &self.near, &self.far]
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.iter().fold(Relation::In, |cur, p| {
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let r = bound.relate(p);
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// if we see Cross, then the result is Cross
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// if we see In, then we keep the old result
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// otherwise, take the current result
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if cur == Relation::Cross || r == Relation::In {
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cur
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}else {
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r
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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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21
src/plane.rs
21
src/plane.rs
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@ -17,7 +17,7 @@ use std::fmt;
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use approx::ApproxEq;
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use approx::ApproxEq;
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use intersect::Intersect;
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use intersect::Intersect;
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use num::{BaseFloat, Zero, zero};
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use num::{BaseFloat, one, Zero, zero};
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use point::{Point, Point3};
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use point::{Point, Point3};
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use ray::Ray3;
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use ray::Ray3;
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use vector::{Vector3, Vector4};
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use vector::{Vector3, Vector4};
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@ -65,9 +65,13 @@ impl<S: BaseFloat> Plane<S> {
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/// Construct a plane from the components of a four-dimensional vector
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/// Construct a plane from the components of a four-dimensional vector
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pub fn from_vector4(v: Vector4<S>) -> Plane<S> {
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pub fn from_vector4(v: Vector4<S>) -> Plane<S> {
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match v {
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Plane { n: Vector3::new(v.x, v.y, v.z), d: v.w }
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Vector4 { x, y, z, w } => Plane { n: Vector3::new(x, y, z), d: w },
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}
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}
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/// Construct a plane from the components of a four-dimensional vector
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/// Assuming alternative representation: `A*x + B*y + C*z + D = 0`
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pub fn from_vector4_alt(v: Vector4<S>) -> Plane<S> {
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Plane { n: Vector3::new(v.x, v.y, v.z), d: -v.w }
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}
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}
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/// Constructs a plane that passes through the the three points `a`, `b` and `c`
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/// Constructs a plane that passes through the the three points `a`, `b` and `c`
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@ -94,6 +98,15 @@ impl<S: BaseFloat> Plane<S> {
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pub fn from_point_normal(p: Point3<S>, n: Vector3<S>) -> Plane<S> {
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pub fn from_point_normal(p: Point3<S>, n: Vector3<S>) -> Plane<S> {
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Plane { n: n, d: p.dot(&n) }
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Plane { n: n, d: p.dot(&n) }
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}
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}
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/// Normalize a plane.
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pub fn normalize(&self) -> Option<Plane<S>> {
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if self.n.approx_eq(&zero()) { None }
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else {
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let denom = one::<S>() / self.n.length();
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Some(Plane::new(self.n.mul_s(denom), self.d*denom))
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}
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}
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}
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}
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impl<S: BaseFloat> Intersect<Option<Point3<S>>> for (Plane<S>, Ray3<S>) {
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impl<S: BaseFloat> Intersect<Option<Point3<S>>> for (Plane<S>, Ray3<S>) {
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@ -97,7 +97,7 @@ impl<S: BaseFloat, A: Angle<S>> PerspectiveFov<S, A> {
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impl<S: BaseFloat + 'static, A: Angle<S>> Projection<S> for PerspectiveFov<S, A> {
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impl<S: BaseFloat + 'static, A: Angle<S>> Projection<S> for PerspectiveFov<S, A> {
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fn to_frustum(&self) -> Frustum<S> {
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fn to_frustum(&self) -> Frustum<S> {
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// TODO: Could this be faster?
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// TODO: Could this be faster?
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Frustum::from_matrix4(self.to_matrix4())
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Frustum::from_matrix4(self.to_matrix4()).unwrap()
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}
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}
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}
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}
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@ -153,7 +153,7 @@ pub struct Perspective<S> {
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impl<S: BaseFloat + 'static> Projection<S> for Perspective<S> {
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impl<S: BaseFloat + 'static> Projection<S> for Perspective<S> {
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fn to_frustum(&self) -> Frustum<S> {
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fn to_frustum(&self) -> Frustum<S> {
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// TODO: Could this be faster?
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// TODO: Could this be faster?
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Frustum::from_matrix4(self.to_matrix4())
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Frustum::from_matrix4(self.to_matrix4()).unwrap()
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}
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}
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}
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}
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40
tests/frustum.rs
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40
tests/frustum.rs
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@ -0,0 +1,40 @@
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// Copyright 2015 The CGMath Developers. For a full listing of the authors,
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// refer to the AUTHORS file at the top-level directory of this distribution.
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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extern crate cgmath;
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use cgmath::{PerspectiveFov, Point3, Projection, Relation, Sphere, rad};
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#[test]
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fn test_contains() {
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let frustum = PerspectiveFov {
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fovy: rad(1f32),
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aspect: 1f32,
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near: 1f32,
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far: 10f32,
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}.to_frustum();
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assert_eq!(frustum.contains(&Sphere {
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center: Point3::new(0f32, 0f32, -5f32),
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radius: 1f32,
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}), Relation::In);
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assert_eq!(frustum.contains(&Sphere {
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center: Point3::new(0f32, 3f32, -5f32),
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radius: 1f32,
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}), Relation::Cross);
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assert_eq!(frustum.contains(&Sphere {
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center: Point3::new(0f32, 0f32, 5f32),
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radius: 1f32,
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}), Relation::Out);
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}
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