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-----------------------------------------------------------------------------
This source file is part of OGRE
(Object-oriented Graphics Rendering Engine)
For the latest info, see http://www.ogre3d.org/
Copyright (c) 2000-2013 Torus Knot Software Ltd
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
-----------------------------------------------------------------------------
*/
#ifndef __Frustum_H__
#define __Frustum_H__
#include "OgrePrerequisites.h"
#include "OgreMovableObject.h"
#include "OgreRenderable.h"
#include "OgreAxisAlignedBox.h"
#include "OgreVertexIndexData.h"
#include "OgreMovablePlane.h"
#include "OgreHeaderPrefix.h"
namespace Ogre
{
/** \addtogroup Core
* @{
*/
/** \addtogroup Math
* @{
*/
/** Specifies orientation mode.
*/
enum OrientationMode
{
OR_DEGREE_0 = 0,
OR_DEGREE_90 = 1,
OR_DEGREE_180 = 2,
OR_DEGREE_270 = 3,
OR_PORTRAIT = OR_DEGREE_0,
OR_LANDSCAPERIGHT = OR_DEGREE_90,
OR_LANDSCAPELEFT = OR_DEGREE_270
};
/** Specifies perspective (realistic) or orthographic (architectural) projection.
*/
enum ProjectionType
{
PT_ORTHOGRAPHIC,
PT_PERSPECTIVE
};
/** Worldspace clipping planes.
*/
enum FrustumPlane
{
FRUSTUM_PLANE_NEAR = 0,
FRUSTUM_PLANE_FAR = 1,
FRUSTUM_PLANE_LEFT = 2,
FRUSTUM_PLANE_RIGHT = 3,
FRUSTUM_PLANE_TOP = 4,
FRUSTUM_PLANE_BOTTOM = 5
};
/** A frustum represents a pyramid, capped at the near and far end which is
used to represent either a visible area or a projection area. Can be used
for a number of applications.
*/
class _OgreExport Frustum : public MovableObject, public Renderable
{
protected:
/// Orthographic or perspective?
ProjectionType mProjType;
/// y-direction field-of-view (default 45)
Radian mFOVy;
/// Far clip distance - default 10000
Real mFarDist;
/// Near clip distance - default 100
Real mNearDist;
/// x/y viewport ratio - default 1.3333
Real mAspect;
/// Ortho height size (world units)
Real mOrthoHeight;
/// Off-axis frustum center offset - default (0.0, 0.0)
Vector2 mFrustumOffset;
/// Focal length of frustum (for stereo rendering, defaults to 1.0)
Real mFocalLength;
/// The 6 main clipping planes
mutable Plane mFrustumPlanes[6];
/// Stored versions of parent orientation / position
mutable Quaternion mLastParentOrientation;
mutable Vector3 mLastParentPosition;
/// Pre-calced projection matrix for the specific render system
mutable Matrix4 mProjMatrixRS;
/// Pre-calced standard projection matrix but with render system depth range
mutable Matrix4 mProjMatrixRSDepth;
/// Pre-calced standard projection matrix
mutable Matrix4 mProjMatrix;
/// Pre-calced view matrix
mutable Matrix4 mViewMatrix;
/// Something's changed in the frustum shape?
mutable bool mRecalcFrustum;
/// Something re the view pos has changed
mutable bool mRecalcView;
/// Something re the frustum planes has changed
mutable bool mRecalcFrustumPlanes;
/// Something re the world space corners has changed
mutable bool mRecalcWorldSpaceCorners;
/// Something re the vertex data has changed
mutable bool mRecalcVertexData;
/// Are we using a custom view matrix?
bool mCustomViewMatrix;
/// Are we using a custom projection matrix?
bool mCustomProjMatrix;
/// Have the frustum extents been manually set?
bool mFrustumExtentsManuallySet;
/// Frustum extents
mutable Real mLeft, mRight, mTop, mBottom;
/// Frustum orientation mode
mutable OrientationMode mOrientationMode;
// Internal functions for calcs
virtual void calcProjectionParameters(Real& left, Real& right, Real& bottom, Real& top) const;
/// Update frustum if out of date
virtual void updateFrustum(void) const;
/// Update view if out of date
virtual void updateView(void) const;
/// Implementation of updateFrustum (called if out of date)
virtual void updateFrustumImpl(void) const;
/// Implementation of updateView (called if out of date)
virtual void updateViewImpl(void) const;
virtual void updateFrustumPlanes(void) const;
/// Implementation of updateFrustumPlanes (called if out of date)
virtual void updateFrustumPlanesImpl(void) const;
virtual void updateWorldSpaceCorners(void) const;
/// Implementation of updateWorldSpaceCorners (called if out of date)
virtual void updateWorldSpaceCornersImpl(void) const;
virtual void updateVertexData(void) const;
virtual bool isViewOutOfDate(void) const;
virtual bool isFrustumOutOfDate(void) const;
/// Signal to update frustum information.
virtual void invalidateFrustum(void) const;
/// Signal to update view information.
virtual void invalidateView(void) const;
/// Shared class-level name for Movable type
static String msMovableType;
mutable AxisAlignedBox mBoundingBox;
mutable VertexData mVertexData;
MaterialPtr mMaterial;
mutable Vector3 mWorldSpaceCorners[8];
/// Is this frustum to act as a reflection of itself?
bool mReflect;
/// Derived reflection matrix
mutable Matrix4 mReflectMatrix;
/// Fixed reflection plane
mutable Plane mReflectPlane;
/// Pointer to a reflection plane (automatically updated)
const MovablePlane* mLinkedReflectPlane;
/// Record of the last world-space reflection plane info used
mutable Plane mLastLinkedReflectionPlane;
/// Is this frustum using an oblique depth projection?
bool mObliqueDepthProjection;
/// Fixed oblique projection plane
mutable Plane mObliqueProjPlane;
/// Pointer to oblique projection plane (automatically updated)
const MovablePlane* mLinkedObliqueProjPlane;
/// Record of the last world-space oblique depth projection plane info used
mutable Plane mLastLinkedObliqueProjPlane;
public:
/// Named constructor
Frustum(const String& name = StringUtil::BLANK);
virtual ~Frustum();
/** Sets the Y-dimension Field Of View (FOV) of the frustum.
@remarks
Field Of View (FOV) is the angle made between the frustum's position, and the edges
of the 'screen' onto which the scene is projected. High values (90+ degrees) result in a wide-angle,
fish-eye kind of view, low values (30- degrees) in a stretched, telescopic kind of view. Typical values
are between 45 and 60 degrees.
@par
This value represents the VERTICAL field-of-view. The horizontal field of view is calculated from
this depending on the dimensions of the viewport (they will only be the same if the viewport is square).
@note
Setting the FOV overrides the value supplied for frustum::setNearClipPlane.
*/
virtual void setFOVy(const Radian& fovy);
/** Retrieves the frustums Y-dimension Field Of View (FOV).
*/
virtual const Radian& getFOVy(void) const;
/** Sets the position of the near clipping plane.
@remarks
The position of the near clipping plane is the distance from the frustums position to the screen
on which the world is projected. The near plane distance, combined with the field-of-view and the
aspect ratio, determines the size of the viewport through which the world is viewed (in world
co-ordinates). Note that this world viewport is different to a screen viewport, which has it's
dimensions expressed in pixels. The frustums viewport should have the same aspect ratio as the
screen viewport it renders into to avoid distortion.
@param nearDist
The distance to the near clipping plane from the frustum in world coordinates.
*/
virtual void setNearClipDistance(Real nearDist);
/** Sets the position of the near clipping plane.
*/
virtual Real getNearClipDistance(void) const;
/** Sets the distance to the far clipping plane.
@remarks
The view frustum is a pyramid created from the frustum position and the edges of the viewport.
This method sets the distance for the far end of that pyramid.
Different applications need different values: e.g. a flight sim
needs a much further far clipping plane than a first-person
shooter. An important point here is that the larger the ratio
between near and far clipping planes, the lower the accuracy of
the Z-buffer used to depth-cue pixels. This is because the
Z-range is limited to the size of the Z buffer (16 or 32-bit)
and the max values must be spread over the gap between near and
far clip planes. As it happens, you can affect the accuracy far
more by altering the near distance rather than the far distance,
but keep this in mind.
@param farDist
The distance to the far clipping plane from the frustum in
world coordinates.If you specify 0, this means an infinite view
distance which is useful especially when projecting shadows; but
be careful not to use a near distance too close.
*/
virtual void setFarClipDistance(Real farDist);
/** Retrieves the distance from the frustum to the far clipping plane.
*/
virtual Real getFarClipDistance(void) const;
/** Sets the aspect ratio for the frustum viewport.
@remarks
The ratio between the x and y dimensions of the rectangular area visible through the frustum
is known as aspect ratio: aspect = width / height .
@par
The default for most fullscreen windows is 1.3333 - this is also assumed by Ogre unless you
use this method to state otherwise.
*/
virtual void setAspectRatio(Real ratio);
/** Retrieves the current aspect ratio.
*/
virtual Real getAspectRatio(void) const;
/** Sets frustum offsets, used in stereo rendering.
@remarks
You can set both horizontal and vertical plane offsets of "eye"; in
stereo rendering frustum is moved in horizontal plane. To be able to
render from two "eyes" you'll need two cameras rendering on two
RenderTargets.
@par
The frustum offsets is in world coordinates, and default to (0, 0) - no offsets.
@param offset
The horizontal and vertical plane offsets.
*/
virtual void setFrustumOffset(const Vector2& offset);
/** Sets frustum offsets, used in stereo rendering.
@remarks
You can set both horizontal and vertical plane offsets of "eye"; in
stereo rendering frustum is moved in horizontal plane. To be able to
render from two "eyes" you'll need two cameras rendering on two
RenderTargets.
@par
The frustum offsets is in world coordinates, and default to (0, 0) - no offsets.
@param horizontal
The horizontal plane offset.
@param vertical
The vertical plane offset.
*/
virtual void setFrustumOffset(Real horizontal = 0.0, Real vertical = 0.0);
/** Retrieves the frustum offsets.
*/
virtual const Vector2& getFrustumOffset() const;
/** Sets frustum focal length (used in stereo rendering).
@param focalLength
The distance to the focal plane from the frustum in world coordinates.
*/
virtual void setFocalLength(Real focalLength = 1.0);
/** Returns focal length of frustum.
*/
virtual Real getFocalLength() const;
/** Manually set the extents of the frustum.
@param left, right, top, bottom The position where the side clip planes intersect
the near clip plane, in eye space
*/
virtual void setFrustumExtents(Real left, Real right, Real top, Real bottom);
/** Reset the frustum extents to be automatically derived from other params. */
virtual void resetFrustumExtents();
/** Get the extents of the frustum in view space. */
virtual void getFrustumExtents(Real& outleft, Real& outright, Real& outtop, Real& outbottom) const;
/** Gets the projection matrix for this frustum adjusted for the current
rendersystem specifics (may be right or left-handed, depth range
may vary).
@remarks
This method retrieves the rendering-API dependent version of the projection
matrix. If you want a 'typical' projection matrix then use
getProjectionMatrix.
*/
virtual const Matrix4& getProjectionMatrixRS(void) const;
/** Gets the depth-adjusted projection matrix for the current rendersystem,
but one which still conforms to right-hand rules.
@remarks
This differs from the rendering-API dependent getProjectionMatrix
in that it always returns a right-handed projection matrix result
no matter what rendering API is being used - this is required for
vertex and fragment programs for example. However, the resulting depth
range may still vary between render systems since D3D uses [0,1] and
GL uses [-1,1], and the range must be kept the same between programmable
and fixed-function pipelines.
*/
virtual const Matrix4& getProjectionMatrixWithRSDepth(void) const;
/** Gets the normal projection matrix for this frustum, ie the
projection matrix which conforms to standard right-handed rules and
uses depth range [-1,+1].
@remarks
This differs from the rendering-API dependent getProjectionMatrixRS
in that it always returns a right-handed projection matrix with depth
range [-1,+1], result no matter what rendering API is being used - this
is required for some uniform algebra for example.
*/
virtual const Matrix4& getProjectionMatrix(void) const;
/** Gets the view matrix for this frustum. Mainly for use by OGRE internally.
*/
virtual const Matrix4& getViewMatrix(void) const;
/** Calculate a view matrix for this frustum, relative to a potentially dynamic point.
Mainly for use by OGRE internally when using camera-relative rendering
for frustums that are not the centre (e.g. texture projection)
*/
virtual void calcViewMatrixRelative(const Vector3& relPos, Matrix4& matToUpdate) const;
/** Set whether to use a custom view matrix on this frustum.
@remarks
This is an advanced method which allows you to manually set
the view matrix on this frustum, rather than having it calculate
itself based on it's position and orientation.
@note
After enabling a custom view matrix, the frustum will no longer
update on its own based on position / orientation changes. You
are completely responsible for keeping the view matrix up to date.
The custom matrix will be returned from getViewMatrix.
@param enable If @c true, the custom view matrix passed as the second
parameter will be used in preference to an auto calculated one. If
false, the frustum will revert to auto calculating the view matrix.
@param viewMatrix The custom view matrix to use, the matrix must be an
affine matrix.
@see Frustum::setCustomProjectionMatrix, Matrix4::isAffine
*/
virtual void setCustomViewMatrix(bool enable,
const Matrix4& viewMatrix = Matrix4::IDENTITY);
/// Returns whether a custom view matrix is in use
virtual bool isCustomViewMatrixEnabled(void) const
{ return mCustomViewMatrix; }
/** Set whether to use a custom projection matrix on this frustum.
@remarks
This is an advanced method which allows you to manually set
the projection matrix on this frustum, rather than having it
calculate itself based on it's position and orientation.
@note
After enabling a custom projection matrix, the frustum will no
longer update on its own based on field of view and near / far
distance changes. You are completely responsible for keeping the
projection matrix up to date if those values change. The custom
matrix will be returned from getProjectionMatrix and derivative
functions.
@param enable
If @c true, the custom projection matrix passed as the
second parameter will be used in preference to an auto calculated
one. If @c false, the frustum will revert to auto calculating the
projection matrix.
@param projectionMatrix
The custom view matrix to use.
@see Frustum::setCustomViewMatrix
*/
virtual void setCustomProjectionMatrix(bool enable,
const Matrix4& projectionMatrix = Matrix4::IDENTITY);
/// Returns whether a custom projection matrix is in use
virtual bool isCustomProjectionMatrixEnabled(void) const
{ return mCustomProjMatrix; }
/** Retrieves the clipping planes of the frustum (world space).
@remarks
The clipping planes are ordered as declared in enumerate constants FrustumPlane.
*/
virtual const Plane* getFrustumPlanes(void) const;
/** Retrieves a specified plane of the frustum (world space).
@remarks
Gets a reference to one of the planes which make up the frustum frustum, e.g. for clipping purposes.
*/
virtual const Plane& getFrustumPlane( unsigned short plane ) const;
/** Tests whether the given container is visible in the Frustum.
@param bound
Bounding box to be checked (world space).
@param culledBy
Optional pointer to an int which will be filled by the plane number which culled
the box if the result was @c false;
@return
If the box was visible, @c true is returned.
@par
Otherwise, @c false is returned.
*/
virtual bool isVisible(const AxisAlignedBox& bound, FrustumPlane* culledBy = 0) const;
/** Tests whether the given container is visible in the Frustum.
@param bound
Bounding sphere to be checked (world space).
@param culledBy
Optional pointer to an int which will be filled by the plane number which culled
the box if the result was @c false;
@return
If the sphere was visible, @c true is returned.
@par
Otherwise, @c false is returned.
*/
virtual bool isVisible(const Sphere& bound, FrustumPlane* culledBy = 0) const;
/** Tests whether the given vertex is visible in the Frustum.
@param vert
Vertex to be checked (world space).
@param culledBy
Optional pointer to an int which will be filled by the plane number which culled
the box if the result was @c false;
@return
If the sphere was visible, @c true is returned.
@par
Otherwise, @c false is returned.
*/
virtual bool isVisible(const Vector3& vert, FrustumPlane* culledBy = 0) const;
/// Overridden from MovableObject::getTypeFlags
uint32 getTypeFlags(void) const;
/** Overridden from MovableObject */
const AxisAlignedBox& getBoundingBox(void) const;
/** Overridden from MovableObject */
Real getBoundingRadius(void) const;
/** Overridden from MovableObject */
void _updateRenderQueue(RenderQueue* queue);
/** Overridden from MovableObject */
const String& getMovableType(void) const;
/** Overridden from MovableObject */
void _notifyCurrentCamera(Camera* cam);
/** Overridden from Renderable */
const MaterialPtr& getMaterial(void) const;
/** Overridden from Renderable */
void getRenderOperation(RenderOperation& op);
/** Overridden from Renderable */
void getWorldTransforms(Matrix4* xform) const;
/** Overridden from Renderable */
Real getSquaredViewDepth(const Camera* cam) const;
/** Overridden from Renderable */
const LightList& getLights(void) const;
/** Gets the world space corners of the frustum.
@remarks
The corners are ordered as follows: top-right near,
top-left near, bottom-left near, bottom-right near,
top-right far, top-left far, bottom-left far, bottom-right far.
*/
virtual const Vector3* getWorldSpaceCorners(void) const;
/** Sets the type of projection to use (orthographic or perspective). Default is perspective.
*/
virtual void setProjectionType(ProjectionType pt);
/** Retrieves info on the type of projection used (orthographic or perspective).
*/
virtual ProjectionType getProjectionType(void) const;
/** Sets the orthographic window settings, for use with orthographic rendering only.
@note Calling this method will recalculate the aspect ratio, use
setOrthoWindowHeight or setOrthoWindowWidth alone if you wish to
preserve the aspect ratio but just fit one or other dimension to a
particular size.
@param w
The width of the view window in world units.
@param h
The height of the view window in world units.
*/
virtual void setOrthoWindow(Real w, Real h);
/** Sets the orthographic window height, for use with orthographic rendering only.
@note The width of the window will be calculated from the aspect ratio.
@param h
The height of the view window in world units.
*/
virtual void setOrthoWindowHeight(Real h);
/** Sets the orthographic window width, for use with orthographic rendering only.
@note The height of the window will be calculated from the aspect ratio.
@param w
The width of the view window in world units.
*/
virtual void setOrthoWindowWidth(Real w);
/** Gets the orthographic window height, for use with orthographic rendering only.
*/
virtual Real getOrthoWindowHeight() const;
/** Gets the orthographic window width, for use with orthographic rendering only.
@note This is calculated from the orthographic height and the aspect ratio
*/
virtual Real getOrthoWindowWidth() const;
/** Modifies this frustum so it always renders from the reflection of itself through the
plane specified.
@remarks
This is obviously useful for performing planar reflections.
*/
virtual void enableReflection(const Plane& p);
/** Modifies this frustum so it always renders from the reflection of itself through the
plane specified. Note that this version of the method links to a plane
so that changes to it are picked up automatically. It is important that
this plane continues to exist whilst this object does; do not destroy
the plane before the frustum.
@remarks
This is obviously useful for performing planar reflections.
*/
virtual void enableReflection(const MovablePlane* p);
/** Disables reflection modification previously turned on with enableReflection */
virtual void disableReflection(void);
/// Returns whether this frustum is being reflected
virtual bool isReflected(void) const { return mReflect; }
/// Returns the reflection matrix of the frustum if appropriate
virtual const Matrix4& getReflectionMatrix(void) const { return mReflectMatrix; }
/// Returns the reflection plane of the frustum if appropriate
virtual const Plane& getReflectionPlane(void) const { return mReflectPlane; }
/** Project a sphere onto the near plane and get the bounding rectangle.
@param sphere The world-space sphere to project.
@param left
Pointers to destination values, these will be completed with
the normalised device coordinates (in the range {-1,1}).
@param top
Pointers to destination values, these will be completed with
the normalised device coordinates (in the range {-1,1}).
@param right
Pointers to destination values, these will be completed with
the normalised device coordinates (in the range {-1,1}).
@param bottom
Pointers to destination values, these will be completed with
the normalised device coordinates (in the range {-1,1}).
@return @c true if the sphere was projected to a subset of the near plane,
@c false if the entire near plane was contained.
*/
virtual bool projectSphere(const Sphere& sphere,
Real* left, Real* top, Real* right, Real* bottom) const;
/** Links the frustum to a custom near clip plane, which can be used
to clip geometry in a custom manner without using user clip planes.
@remarks
There are several applications for clipping a scene arbitrarily by
a single plane; the most common is when rendering a reflection to
a texture, and you only want to render geometry that is above the
water plane (to do otherwise results in artefacts). Whilst it is
possible to use user clip planes, they are not supported on all
cards, and sometimes are not hardware accelerated when they are
available. Instead, where a single clip plane is involved, this
technique uses a 'fudging' of the near clip plane, which is
available and fast on all hardware, to perform as the arbitrary
clip plane. This does change the shape of the frustum, leading
to some depth buffer loss of precision, but for many of the uses of
this technique that is not an issue.
@par
This version of the method links to a plane, rather than requiring
a by-value plane definition, and therefore you can
make changes to the plane (e.g. by moving / rotating the node it is
attached to) and they will automatically affect this object.
@note This technique only works for perspective projection.
@param plane
The plane to link to to perform the clipping. This plane
must continue to exist while the camera is linked to it; do not
destroy it before the frustum.
*/
virtual void enableCustomNearClipPlane(const MovablePlane* plane);
/** Links the frustum to a custom near clip plane, which can be used
to clip geometry in a custom manner without using user clip planes.
@remarks
There are several applications for clipping a scene arbitrarily by
a single plane; the most common is when rendering a reflection to
a texture, and you only want to render geometry that is above the
water plane (to do otherwise results in artefacts). Whilst it is
possible to use user clip planes, they are not supported on all
cards, and sometimes are not hardware accelerated when they are
available. Instead, where a single clip plane is involved, this
technique uses a 'fudging' of the near clip plane, which is
available and fast on all hardware, to perform as the arbitrary
clip plane. This does change the shape of the frustum, leading
to some depth buffer loss of precision, but for many of the uses of
this technique that is not an issue.
@note This technique only works for perspective projection.
@param plane
The plane to link to to perform the clipping. This plane
must continue to exist while the camera is linked to it; do not
destroy it before the frustum.
*/
virtual void enableCustomNearClipPlane(const Plane& plane);
/** Disables any custom near clip plane. */
virtual void disableCustomNearClipPlane(void);
/** Is a custom near clip plane in use? */
virtual bool isCustomNearClipPlaneEnabled(void) const
{ return mObliqueDepthProjection; }
/// @copydoc MovableObject::visitRenderables
void visitRenderables(Renderable::Visitor* visitor,
bool debugRenderables = false);
/// Small constant used to reduce far plane projection to avoid inaccuracies
static const Real INFINITE_FAR_PLANE_ADJUST;
/** Get the derived position of this frustum. */
virtual const Vector3& getPositionForViewUpdate(void) const;
/** Get the derived orientation of this frustum. */
virtual const Quaternion& getOrientationForViewUpdate(void) const;
/** Gets a world-space list of planes enclosing the frustum.
*/
PlaneBoundedVolume getPlaneBoundedVolume();
/** Set the orientation mode of the frustum. Default is OR_DEGREE_0
@remarks
Setting the orientation of a frustum is only supported on
iOS at this time. An exception is thrown on other platforms.
*/
void setOrientationMode(OrientationMode orientationMode);
/** Get the orientation mode of the frustum.
@remarks
Getting the orientation of a frustum is only supported on
iOS at this time. An exception is thrown on other platforms.
*/
OrientationMode getOrientationMode() const;
};
/** @} */
/** @} */
} // namespace Ogre
#include "OgreHeaderSuffix.h"
#endif // __Frustum_H__
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