cgmath/src-old/bounds/frustum.rs
Brendan Zabarauskas 3673c4db6d Overhaul library, rename to cgmath
Moved the old source code temporarily to src-old. This will be removed once the functionality has been transferred over into the new system.

The new design is based on algebraic principles. Thanks goes to sebcrozet and his nalgebra library for providing the inspiration for the algebraic traits: https://github.com/sebcrozet/nalgebra
2013-08-26 15:08:25 +10:00

105 lines
3.6 KiB
Rust

// Copyright 2013 The Lmath Developers. For a full listing of the authors,
// refer to the AUTHORS file at the top-level directory of this distribution.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//! View frustum for visibility determination
use math::*;
#[deriving(Clone, Eq)]
pub struct Frustum<T> {
left: Plane3<T>,
right: Plane3<T>,
bottom: Plane3<T>,
top: Plane3<T>,
near: Plane3<T>,
far: Plane3<T>,
}
impl_dimensioned!(Frustum, Plane3<T>, 6)
impl_approx!(Frustum {
left, right,
top, bottom,
near, far
})
#[deriving(Clone, Eq)]
pub struct FrustumPoints<T> {
near_top_left: Point3<T>,
near_top_right: Point3<T>,
near_bottom_left: Point3<T>,
near_bottom_right: Point3<T>,
far_top_left: Point3<T>,
far_top_right: Point3<T>,
far_bottom_left: Point3<T>,
far_bottom_right: Point3<T>,
}
impl_dimensioned!(FrustumPoints, Point3<T>, 8)
impl_approx!(FrustumPoints {
near_top_left,
near_top_right,
near_bottom_left,
near_bottom_right,
far_top_left,
far_top_right,
far_bottom_left,
far_bottom_right
})
impl<T:Clone + Float> Frustum<T> {
/// Constructs a frustum
pub fn from_planes(left: Plane3<T>, right: Plane3<T>,
bottom: Plane3<T>, top: Plane3<T>,
near: Plane3<T>, far: Plane3<T>) -> Frustum<T> {
Frustum {
left: left,
right: right,
bottom: bottom,
top: top,
near: near,
far: far,
}
}
/// Extracts frustum planes from a projection matrix
pub fn from_matrix(mat: Mat4<T>) -> Frustum<T> {
Frustum {
left: Plane3::from_vec4(mat.r(3).add_v(&mat.r(0)).normalize()),
right: Plane3::from_vec4(mat.r(3).sub_v(&mat.r(0)).normalize()),
bottom: Plane3::from_vec4(mat.r(3).add_v(&mat.r(1)).normalize()),
top: Plane3::from_vec4(mat.r(3).sub_v(&mat.r(1)).normalize()),
near: Plane3::from_vec4(mat.r(3).add_v(&mat.r(2)).normalize()),
far: Plane3::from_vec4(mat.r(3).sub_v(&mat.r(2)).normalize()),
}
}
}
impl<T:Clone + Float> Frustum<T> {
/// Computes where the frustum planes intersect to form corners and returns
/// a struct containing the eight resulting position vectors.
pub fn to_points(&self) -> FrustumPoints<T> {
FrustumPoints {
near_top_left: self.near.intersection_3pl(&self.top, &self.left).unwrap(),
near_top_right: self.near.intersection_3pl(&self.top, &self.right).unwrap(),
near_bottom_left: self.near.intersection_3pl(&self.bottom, &self.left).unwrap(),
near_bottom_right: self.near.intersection_3pl(&self.bottom, &self.right).unwrap(),
far_top_left: self.far.intersection_3pl(&self.top, &self.left).unwrap(),
far_top_right: self.far.intersection_3pl(&self.top, &self.right).unwrap(),
far_bottom_left: self.far.intersection_3pl(&self.bottom, &self.left).unwrap(),
far_bottom_right: self.far.intersection_3pl(&self.bottom, &self.right).unwrap(),
}
}
}