#ifndef FRUSTUM_H #define FRUSTUM_H #include #include #include namespace vcg { template class Frustum: public Camera { public: void GetView(); bool IsOutside(Point3 &point); bool IsOutside(Point3 &point, T radius); T Distance(Point3 &point, int plane); Point3 ViewPoint(); protected: T resolution; Plane3 planes[6]; Point3 view_point; }; //Implementation template Point3 Frustum::ViewPoint() { return view_point; } template bool Frustum::IsOutside(Point3 &point) { Point3 r = Project(point); if(r[0] < viewport[0] || r[0] > viewport[0]+viewport[2] || r[1] < viewport[1] || r[1] > viewport[1]+viewport[3]) return true; return false; } 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 Distance(point, planes[plane]); } template void Frustum::GetView() { Camera::GetView(); Point3d NE, SE, SW, NW, ne, se, sw, nw; int t = viewport[1] + viewport[3]; int b = viewport[1]; int r = viewport[0] + viewport[2]; int l = viewport[0]; Point3d NE, SE, SW, NW, ne, se, sw, nw; gluUnProject(l, b, 0, model_matrix, proj_matrix, viewport, &nw[0], &nw[1], &nw[2]); gluUnProject(l, t, 0, model_matrix, proj_matrix, viewport, &sw[0], &sw[1], &sw[2]); gluUnProject(r, b, 0, model_matrix, proj_matrix, viewport, &ne[0], &ne[1], &ne[2]); gluUnProject(r, t, 0, model_matrix, proj_matrix, viewport, &se[0], &se[1], &se[2]); gluUnProject(l, b, 1, model_matrix, proj_matrix, viewport, &NW[0], &NW[1], &NW[2]); gluUnProject(l, t, 1, model_matrix, proj_matrix, viewport, &SW[0], &SW[1], &SW[2]); gluUnProject(r, b, 1, model_matrix, proj_matrix, viewport, &NE[0], &NE[1], &NE[2]); gluUnProject(r, t, 1, model_matrix, proj_matrix, viewport, &SE[0], &SE[1], &SE[2]); view_point = Camera::ViewPoint(); planes[0].init(view_point, Point3().Import(nw), Point3().Import(ne)); planes[1].init(view_point, Point3().Import(ne), Point3().Import(se)); planes[2].init(view_point, Point3().Import(se), Point3().Import(sw)); planes[3].init(view_point, Point3().Import(sw), Point3().Import(nw)); planes[4].init(Point3().Import(se), Point3().Import(sw), Point3().Import(nw)); planes[5].init(Point3().Import(SW), Point3().Import(SE), Point3().Import(NE)); for(int i = 0; i < 6; i++) planes[i].Normalize(); //calcoliamo la risoluzione: dimenzione di un pixel a distanza 1 dal view_point resolution = (T)((ne + NE) - (nw + NW)).Norm() /( viewport[2] * ((ne + NE) - (nw + NW)).Norm()); } }//namespace #endif