#ifndef NET_MINECRAFT_CLIENT_RENDERER_CULLING__FrustumData_H__ #define NET_MINECRAFT_CLIENT_RENDERER_CULLING__FrustumData_H__ //package net.minecraft.client.renderer.culling; #include "../../../world/phys/AABB.h" // We create an enum of the sides so we don't have to call each side 0 or 1. // This way it makes it more understandable and readable when dealing with frustum sides. class FrustumData { public: //enum FrustumSide static const int RIGHT = 0; // The RIGHT side of the frustum static const int LEFT = 1; // The LEFT side of the frustum static const int BOTTOM = 2; // The BOTTOM side of the frustum static const int TOP = 3; // The TOP side of the frustum static const int BACK = 4; // The BACK side of the frustum static const int FRONT = 5; // The FRONT side of the frustum // Like above, instead of saying a number for the ABC and D of the plane, we // want to be more descriptive. static const int A = 0; // The X value of the plane's normal static const int B = 1; // The Y value of the plane's normal static const int C = 2; // The Z value of the plane's normal static const int D = 3; // The distance the plane is from the origin float m_Frustum[16][16]; float proj[16]; float modl[16]; float clip[16]; bool pointInFrustum(float x, float y, float z) { for (int i = 0; i < 6; i++) { if (m_Frustum[i][A] * x + m_Frustum[i][B] * y + m_Frustum[i][C] * z + m_Frustum[i][D] <= 0) { return false; } } return true; } bool sphereInFrustum(float x, float y, float z, float radius) { for (int i = 0; i < 6; i++) { if (m_Frustum[i][A] * x + m_Frustum[i][B] * y + m_Frustum[i][C] * z + m_Frustum[i][D] <= -radius) { return false; } } return true; } bool cubeFullyInFrustum(float x1, float y1, float z1, float x2, float y2, float z2) { for (int i = 0; i < 6; i++) { if (!(m_Frustum[i][A] * (x1) + m_Frustum[i][B] * (y1) + m_Frustum[i][C] * (z1) + m_Frustum[i][D] > 0)) return false; if (!(m_Frustum[i][A] * (x2) + m_Frustum[i][B] * (y1) + m_Frustum[i][C] * (z1) + m_Frustum[i][D] > 0)) return false; if (!(m_Frustum[i][A] * (x1) + m_Frustum[i][B] * (y2) + m_Frustum[i][C] * (z1) + m_Frustum[i][D] > 0)) return false; if (!(m_Frustum[i][A] * (x2) + m_Frustum[i][B] * (y2) + m_Frustum[i][C] * (z1) + m_Frustum[i][D] > 0)) return false; if (!(m_Frustum[i][A] * (x1) + m_Frustum[i][B] * (y1) + m_Frustum[i][C] * (z2) + m_Frustum[i][D] > 0)) return false; if (!(m_Frustum[i][A] * (x2) + m_Frustum[i][B] * (y1) + m_Frustum[i][C] * (z2) + m_Frustum[i][D] > 0)) return false; if (!(m_Frustum[i][A] * (x1) + m_Frustum[i][B] * (y2) + m_Frustum[i][C] * (z2) + m_Frustum[i][D] > 0)) return false; if (!(m_Frustum[i][A] * (x2) + m_Frustum[i][B] * (y2) + m_Frustum[i][C] * (z2) + m_Frustum[i][D] > 0)) return false; } return true; } bool cubeInFrustum(float x1, float y1, float z1, float x2, float y2, float z2) { for (int i = 0; i < 6; i++) { if (m_Frustum[i][A] * (x1) + m_Frustum[i][B] * (y1) + m_Frustum[i][C] * (z1) + m_Frustum[i][D] > 0) continue; if (m_Frustum[i][A] * (x2) + m_Frustum[i][B] * (y1) + m_Frustum[i][C] * (z1) + m_Frustum[i][D] > 0) continue; if (m_Frustum[i][A] * (x1) + m_Frustum[i][B] * (y2) + m_Frustum[i][C] * (z1) + m_Frustum[i][D] > 0) continue; if (m_Frustum[i][A] * (x2) + m_Frustum[i][B] * (y2) + m_Frustum[i][C] * (z1) + m_Frustum[i][D] > 0) continue; if (m_Frustum[i][A] * (x1) + m_Frustum[i][B] * (y1) + m_Frustum[i][C] * (z2) + m_Frustum[i][D] > 0) continue; if (m_Frustum[i][A] * (x2) + m_Frustum[i][B] * (y1) + m_Frustum[i][C] * (z2) + m_Frustum[i][D] > 0) continue; if (m_Frustum[i][A] * (x1) + m_Frustum[i][B] * (y2) + m_Frustum[i][C] * (z2) + m_Frustum[i][D] > 0) continue; if (m_Frustum[i][A] * (x2) + m_Frustum[i][B] * (y2) + m_Frustum[i][C] * (z2) + m_Frustum[i][D] > 0) continue; return false; } return true; } bool isVisible(const AABB& aabb) { return cubeInFrustum(aabb.x0, aabb.y0, aabb.z0, aabb.x1, aabb.y1, aabb.z1); } }; #endif /*NET_MINECRAFT_CLIENT_RENDERER_CULLING__FrustumData_H__*/