Various generic changes.
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@ -24,6 +24,9 @@
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History
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$Log: not supported by cvs2svn $
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Revision 1.4 2004/05/12 20:55:18 ponchio
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*** empty log message ***
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Revision 1.3 2004/03/31 15:06:41 ponchio
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#include <camera> -> #include <view>
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@ -43,11 +46,11 @@ Adding copyright.
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namespace vcg {
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template <class T> class Frustum: public View<T> {
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template <class T> class Frustum: public View<T> {
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public:
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void GetView();
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Point3<T> ViewPoint();
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T Resolution();
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T Resolution(float dist = 1);
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bool IsOutside(Point3<T> &point);
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bool IsOutside(Point3<T> &point, T radius);
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T Distance(Point3<T> &point, int plane);
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@ -58,6 +61,7 @@ protected:
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Point3<T> view_point;
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};
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typedef Frustum<float> Frustumf;
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typedef Frustum<double> Frustumd;
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@ -67,8 +71,8 @@ template <class T> Point3<T> Frustum<T>::ViewPoint() {
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return view_point;
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}
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template <class T> T Frustum<T>::Resolution() {
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return resolution;
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template <class T> T Frustum<T>::Resolution(float dist) {
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return resolution * dist;
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}
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template <class T> bool Frustum<T>::IsOutside(Point3<T> &point) {
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@ -89,42 +93,50 @@ template <class T> bool Frustum<T>::IsOutside(Point3<T> &point, T radius) {
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}
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template <class T> T Frustum<T>::Distance(Point3<T> &point, int plane) {
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return Distance<T>(point, planes[plane]);
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return Distance(point, planes[plane]);
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}
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template <class T> void Frustum<T>::GetView() {
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Camera::GetView();
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View<T>::GetView();
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Point3d NE, SE, SW, NW, ne, se, sw, nw;
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// Point3d NE, SE, SW, NW, ne, se, sw, nw;
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int t = viewport[1] + viewport[3];
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int b = viewport[1];
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int r = viewport[0] + viewport[2];
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int l = viewport[0];
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Point3d NE, SE, SW, NW, ne, se, sw, nw;
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gluUnProject(l, b, 0, model_matrix, proj_matrix, viewport, &nw[0], &nw[1], &nw[2]);
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gluUnProject(l, t, 0, model_matrix, proj_matrix, viewport, &sw[0], &sw[1], &sw[2]);
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gluUnProject(r, b, 0, model_matrix, proj_matrix, viewport, &ne[0], &ne[1], &ne[2]);
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gluUnProject(r, t, 0, model_matrix, proj_matrix, viewport, &se[0], &se[1], &se[2]);
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gluUnProject(l, b, 1, model_matrix, proj_matrix, viewport, &NW[0], &NW[1], &NW[2]);
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gluUnProject(l, t, 1, model_matrix, proj_matrix, viewport, &SW[0], &SW[1], &SW[2]);
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gluUnProject(r, b, 1, model_matrix, proj_matrix, viewport, &NE[0], &NE[1], &NE[2]);
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gluUnProject(r, t, 1, model_matrix, proj_matrix, viewport, &SE[0], &SE[1], &SE[2]);
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Point3<T> nw = UnProject(Point3<T>(l, b, 0));
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Point3<T> sw = UnProject(Point3<T>(l, t, 0));
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Point3<T> ne = UnProject(Point3<T>(r, b, 0));
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Point3<T> se = UnProject(Point3<T>(r, t, 0));
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Point3<T> NW = UnProject(Point3<T>(l, b, 1));
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Point3<T> SW = UnProject(Point3<T>(l, t, 1));
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Point3<T> NE = UnProject(Point3<T>(r, b, 1));
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Point3<T> SE = UnProject(Point3<T>(r, t, 1));
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view_point = Camera::ViewPoint();
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/* gluUnProject(l,b,0,model,proj,viewport,&nw[0], &nw[1], &nw[2]);
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gluUnProject(l,t,0,model,proj,viewport,&sw[0], &sw[1], &sw[2]);
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gluUnProject(r,b,0,model,proj,viewport,&ne[0], &ne[1], &ne[2]);
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gluUnProject(r,t,0,model,proj,viewport,&se[0], &se[1], &se[2]);
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gluUnProject(l,b,1,model,proj,viewport,&NW[0], &NW[1], &NW[2]);
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gluUnProject(l,t,1,model,proj,viewport,&SW[0], &SW[1], &SW[2]);
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gluUnProject(r,b,1,model,proj,viewport,&NE[0], &NE[1], &NE[2]);
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gluUnProject(r,t,1,model,proj,viewport,&SE[0], &SE[1], &SE[2]);*/
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planes[0].init(view_point, Point3<T>().Import(nw), Point3<T>().Import(ne));
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planes[1].init(view_point, Point3<T>().Import(ne), Point3<T>().Import(se));
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planes[2].init(view_point, Point3<T>().Import(se), Point3<T>().Import(sw));
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planes[3].init(view_point, Point3<T>().Import(sw), Point3<T>().Import(nw));
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planes[4].init(Point3<T>().Import(se), Point3<T>().Import(sw), Point3<T>().Import(nw));
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planes[5].init(Point3<T>().Import(SW), Point3<T>().Import(SE), Point3<T>().Import(NE));
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view_point = View<T>::ViewPoint();
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planes[0].Init(view_point, nw, ne);
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planes[1].Init(view_point, ne, se);
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planes[2].Init(view_point, se, sw);
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planes[3].Init(view_point, sw, nw);
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planes[4].Init(se, sw, nw);
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planes[5].Init(SW, SE, NE);
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for(int i = 0; i < 6; i++)
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planes[i].Normalize();
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//calcoliamo la risoluzione: dimenzione di un pixel a distanza 1 dal view_point
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resolution = (T)((ne + NE) - (nw + NW)).Norm() /( viewport[2] * ((ne + NE) - (nw + NW)).Norm());
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resolution = ((ne + NE) - (nw + NW)).Norm() /( viewport[2] * ((ne + NE) - view_point).Norm());
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}
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}//namespace
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