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#include "stdafx.h"
#include "FrustumData.h"
float** m_Frustum;
FrustumData::FrustumData()
{
m_Frustum = new float *[16];
for( int i = 0; i < 16; i++ ) m_Frustum[i] = new float[16];
proj = floatArray( 16 );
modl = floatArray( 16 );
clip = floatArray( 16 );
}
FrustumData::~FrustumData()
{
delete[] proj.data;
delete[] modl.data;
delete[] clip.data;
for( int i = 0; i < 16; i++ ) delete[] m_Frustum[i];
delete[] m_Frustum;
}
bool FrustumData::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 FrustumData::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 FrustumData::cubeFullyInFrustum(double x1, double y1, double z1, double x2, double y2, double 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 FrustumData::cubeInFrustum(double x1, double y1, double z1, double x2, double y2, double 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 FrustumData::isVisible(AABB *aabb)
{
return cubeInFrustum(aabb->x0, aabb->y0, aabb->z0, aabb->x1, aabb->y1, aabb->z1);
}
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