/**************************************************************************** * 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 1.9 2005/03/02 15:13:45 ponchio Minimal fix in remoteness (Bugged anyway) Revision 1.8 2005/02/22 14:33:04 ponchio small bugs Revision 1.7 2005/01/21 18:06:05 ponchio Added remoteness ("distance" from frustum) Revision 1.6 2004/10/04 12:33:02 ponchio Cleaning up and planes init more stable. Revision 1.5 2004/09/28 10:23:28 ponchio Various generic changes. 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 #include using namespace std; namespace vcg { template class Frustum: public View { public: void GetView(); Point3 ViewPoint(); T Resolution(float dist = 1); bool IsOutside(Point3 &point); float Remoteness(Point3 &point, T radius); 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] < View::viewport[0] || r[0] > View::viewport[0]+View::viewport[2] || r[1] < View::viewport[1] || r[1] > View::viewport[1]+View::viewport[3]) return true; return false; } template float Frustum::Remoteness(Point3 &point, T radius) { Point3 r = Project(point); T dist = (point - view_point).Norm(); if(dist < radius) return 0; T rad = 1 + radius / (resolution * dist); T mindist = 0; T tmp; tmp = View::viewport[0] - r[0] - rad; if(tmp > mindist) mindist = tmp; tmp = r[0] - rad - (View::viewport[0] + View::viewport[2]); if(tmp > mindist) mindist = tmp; tmp = View::viewport[1] - r[1] - rad; if(tmp > mindist) mindist = tmp; tmp = r[1] - rad - (View::viewport[1] + View::viewport[3]); if(tmp > mindist) mindist = tmp; if(mindist == 0) return 0; return 1 + (mindist / (View::viewport[0] + View::viewport[2])); } 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 vcg::Distance(planes[plane], point); } template void Frustum::GetView() { View::GetView(); float t = (float)(View::viewport[1] +View:: viewport[3]); float b = (float)View::viewport[1]; float r = (float)(View::viewport[0] + View::viewport[2]); float l = (float)View::viewport[0]; Point3 nw = UnProject(Point3(l, b, 0.0f)); Point3 sw = UnProject(Point3(l, t, 0.0f)); Point3 ne = UnProject(Point3(r, b, 0.0f)); Point3 se = UnProject(Point3(r, t, 0.0f)); Point3 NW = UnProject(Point3(l, b, 1.0f)); Point3 SW = UnProject(Point3(l, t, 1.0f)); Point3 NE = UnProject(Point3(r, b, 1.0f)); Point3 SE = UnProject(Point3(r, t, 1.0f)); view_point = View::ViewPoint(); planes[0].Init(nw, NW, NE); planes[1].Init(ne, NE, SE); planes[2].Init(se, SE, SW); planes[3].Init(sw, SW, NW); planes[4].Init(se, sw, nw); planes[5].Init(SW, SE, NE); //compute resolution: sizeo of a pixel unitary distance from view_point resolution = ((ne + NE) - (nw + NW)).Norm() / (View::viewport[2] * ((ne + NE) - view_point).Norm()); } }//namespace #endif