72 lines
2.5 KiB
Rust
72 lines
2.5 KiB
Rust
// Copyright 2013-2014 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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//! View frustum for visibility determination
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use array::Array2;
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use matrix::Matrix4;
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use num::BaseFloat;
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use plane::Plane;
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use point::Point3;
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use vector::{Vector, EuclideanVector};
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#[deriving(Clone, PartialEq)]
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pub struct Frustum<S> {
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pub left: Plane<S>,
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pub right: Plane<S>,
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pub bottom: Plane<S>,
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pub top: Plane<S>,
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pub near: Plane<S>,
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pub far: Plane<S>,
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}
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impl<S: BaseFloat>
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Frustum<S> {
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/// Constructs a frustum
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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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near: Plane<S>, far: Plane<S>) -> Frustum<S> {
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Frustum {
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left: left,
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right: right,
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bottom: bottom,
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top: top,
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near: near,
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far: far,
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}
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}
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/// Extracts frustum planes from a projection matrix
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pub fn from_matrix4(mat: Matrix4<S>) -> Frustum<S> {
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Frustum::new(Plane::from_vector4(mat.r(3).add_v(&mat.r(0)).normalize()),
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Plane::from_vector4(mat.r(3).sub_v(&mat.r(0)).normalize()),
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Plane::from_vector4(mat.r(3).add_v(&mat.r(1)).normalize()),
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Plane::from_vector4(mat.r(3).sub_v(&mat.r(1)).normalize()),
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Plane::from_vector4(mat.r(3).add_v(&mat.r(2)).normalize()),
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Plane::from_vector4(mat.r(3).sub_v(&mat.r(2)).normalize()))
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}
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}
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#[deriving(Clone, PartialEq)]
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pub struct FrustumPoints<S> {
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pub near_top_left: Point3<S>,
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pub near_top_right: Point3<S>,
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pub near_bottom_left: Point3<S>,
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pub near_bottom_right: Point3<S>,
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pub far_top_left: Point3<S>,
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pub far_top_right: Point3<S>,
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pub far_bottom_left: Point3<S>,
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pub far_bottom_right: Point3<S>,
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}
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