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minecraft-pe-0.6.1/src/client/renderer/culling/tmp/FrustumData.h
2026-03-02 22:04:18 +03:00

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#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"
/*public*/ class FrustumData
{
//enum FrustumSide
/*public*/ static const int RIGHT = 0; // The RIGHT side of the frustum
/*public*/ static const int LEFT = 1; // The LEFT side of the frustum
/*public*/ static const int BOTTOM = 2; // The BOTTOM side of the frustum
/*public*/ static const int TOP = 3; // The TOP side of the frustum
/*public*/ static const int BACK = 4; // The BACK side of the frustum
/*public*/ 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.
/*public*/ static const int A = 0; // The X value of the plane's normal
/*public*/ static const int B = 1; // The Y value of the plane's normal
/*public*/ static const int C = 2; // The Z value of the plane's normal
/*public*/ static const int D = 3; // The distance the plane is from the origin
/*public*/ float** m_Frustum; // = /*new*/ float[16][16];
/*public*/ float* proj; // = /*new*/ float[16];
/*public*/ float* modl; // = /*new*/ float[16];
/*public*/ float* clip; // = /*new*/ float[16];
/*
/*public*/ FrustumData(float** mFrustum, float* proj, float* modl, float* clip)
{
m_Frustum = mFrustum;
this->proj = proj;
this->modl = modl;
this->clip = clip;
}
/*public*/ 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;
}
/*public*/ 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;
}
/*public*/ 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;
}
/*public*/ 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;
}
/*public*/ bool isVisible(AABB aabb)
{
return cubeInFrustum(aabb.x0, aabb.y0, aabb.z0, aabb.x1, aabb.y1, aabb.z1);
}
}
#endif /*NET_MINECRAFT_CLIENT_RENDERER_CULLING__FrustumData_H__*/