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103 lines
4.8 KiB
C
Executable File
103 lines
4.8 KiB
C
Executable File
#ifndef NET_MINECRAFT_CLIENT_RENDERER_CULLING__FrustumData_H__
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#define NET_MINECRAFT_CLIENT_RENDERER_CULLING__FrustumData_H__
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//package net.minecraft.client.renderer.culling;
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#include "world/phys/AABB.h"
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/*public*/ class FrustumData
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{
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//enum FrustumSide
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/*public*/ static const int RIGHT = 0; // The RIGHT side of the frustum
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/*public*/ static const int LEFT = 1; // The LEFT side of the frustum
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/*public*/ static const int BOTTOM = 2; // The BOTTOM side of the frustum
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/*public*/ static const int TOP = 3; // The TOP side of the frustum
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/*public*/ static const int BACK = 4; // The BACK side of the frustum
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/*public*/ static const int FRONT = 5; // The FRONT side of the frustum
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// Like above, instead of saying a number for the ABC and D of the plane, we
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// want to be more descriptive.
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/*public*/ static const int A = 0; // The X value of the plane's normal
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/*public*/ static const int B = 1; // The Y value of the plane's normal
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/*public*/ static const int C = 2; // The Z value of the plane's normal
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/*public*/ static const int D = 3; // The distance the plane is from the origin
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/*public*/ float** m_Frustum; // = /*new*/ float[16][16];
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/*public*/ float* proj; // = /*new*/ float[16];
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/*public*/ float* modl; // = /*new*/ float[16];
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/*public*/ float* clip; // = /*new*/ float[16];
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/*
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/*public*/ FrustumData(float** mFrustum, float* proj, float* modl, float* clip)
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{
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m_Frustum = mFrustum;
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this->proj = proj;
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this->modl = modl;
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this->clip = clip;
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}
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/*public*/ bool pointInFrustum(float x, float y, float z)
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{
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for (int i = 0; i < 6; i++)
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{
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if (m_Frustum[i][A] * x + m_Frustum[i][B] * y + m_Frustum[i][C] * z + m_Frustum[i][D] <= 0)
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{
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return false;
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}
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}
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return true;
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}
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/*public*/ bool sphereInFrustum(float x, float y, float z, float radius)
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{
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for (int i = 0; i < 6; i++)
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{
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if (m_Frustum[i][A] * x + m_Frustum[i][B] * y + m_Frustum[i][C] * z + m_Frustum[i][D] <= -radius)
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{
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return false;
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}
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}
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return true;
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}
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/*public*/ bool cubeFullyInFrustum(float x1, float y1, float z1, float x2, float y2, float z2)
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{
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for (int i = 0; i < 6; i++)
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{
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if (!(m_Frustum[i][A] * (x1) + m_Frustum[i][B] * (y1) + m_Frustum[i][C] * (z1) + m_Frustum[i][D] > 0)) return false;
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if (!(m_Frustum[i][A] * (x2) + m_Frustum[i][B] * (y1) + m_Frustum[i][C] * (z1) + m_Frustum[i][D] > 0)) return false;
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if (!(m_Frustum[i][A] * (x1) + m_Frustum[i][B] * (y2) + m_Frustum[i][C] * (z1) + m_Frustum[i][D] > 0)) return false;
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if (!(m_Frustum[i][A] * (x2) + m_Frustum[i][B] * (y2) + m_Frustum[i][C] * (z1) + m_Frustum[i][D] > 0)) return false;
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if (!(m_Frustum[i][A] * (x1) + m_Frustum[i][B] * (y1) + m_Frustum[i][C] * (z2) + m_Frustum[i][D] > 0)) return false;
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if (!(m_Frustum[i][A] * (x2) + m_Frustum[i][B] * (y1) + m_Frustum[i][C] * (z2) + m_Frustum[i][D] > 0)) return false;
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if (!(m_Frustum[i][A] * (x1) + m_Frustum[i][B] * (y2) + m_Frustum[i][C] * (z2) + m_Frustum[i][D] > 0)) return false;
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if (!(m_Frustum[i][A] * (x2) + m_Frustum[i][B] * (y2) + m_Frustum[i][C] * (z2) + m_Frustum[i][D] > 0)) return false;
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}
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return true;
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}
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/*public*/ bool cubeInFrustum(float x1, float y1, float z1, float x2, float y2, float z2)
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{
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for (int i = 0; i < 6; i++)
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{
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if (m_Frustum[i][A] * (x1) + m_Frustum[i][B] * (y1) + m_Frustum[i][C] * (z1) + m_Frustum[i][D] > 0) continue;
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if (m_Frustum[i][A] * (x2) + m_Frustum[i][B] * (y1) + m_Frustum[i][C] * (z1) + m_Frustum[i][D] > 0) continue;
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if (m_Frustum[i][A] * (x1) + m_Frustum[i][B] * (y2) + m_Frustum[i][C] * (z1) + m_Frustum[i][D] > 0) continue;
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if (m_Frustum[i][A] * (x2) + m_Frustum[i][B] * (y2) + m_Frustum[i][C] * (z1) + m_Frustum[i][D] > 0) continue;
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if (m_Frustum[i][A] * (x1) + m_Frustum[i][B] * (y1) + m_Frustum[i][C] * (z2) + m_Frustum[i][D] > 0) continue;
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if (m_Frustum[i][A] * (x2) + m_Frustum[i][B] * (y1) + m_Frustum[i][C] * (z2) + m_Frustum[i][D] > 0) continue;
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if (m_Frustum[i][A] * (x1) + m_Frustum[i][B] * (y2) + m_Frustum[i][C] * (z2) + m_Frustum[i][D] > 0) continue;
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if (m_Frustum[i][A] * (x2) + m_Frustum[i][B] * (y2) + m_Frustum[i][C] * (z2) + m_Frustum[i][D] > 0) continue;
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return false;
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}
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return true;
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}
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/*public*/ bool isVisible(AABB aabb)
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{
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return cubeInFrustum(aabb.x0, aabb.y0, aabb.z0, aabb.x1, aabb.y1, aabb.z1);
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}
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}
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#endif /*NET_MINECRAFT_CLIENT_RENDERER_CULLING__FrustumData_H__*/
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