Implement CreateFrustumFromCamera
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@@ -3,12 +3,13 @@
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#pragma once
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namespace Geometry {
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using Point2D = LinearAlgebra::Vector2;
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using Vector2 = LinearAlgebra::Vector2;
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using Vector3 = LinearAlgebra::Vector3;
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class LineSegment2D
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{
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Point2D A;
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Point2D B;
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Vector2 A;
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Vector2 B;
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};
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class Rectangle; //AABB2D;
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@@ -29,7 +30,7 @@ namespace Geometry {
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using Point3D = LinearAlgebra::Vector3;
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// A 3D axis-aligned bounding box
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// This data structure can be used to represent coarse bounds of objects, in situations where detailed triangle-level
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@@ -44,18 +45,59 @@ namespace Geometry {
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class Line;
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class LineSegment
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{
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Point3D A;
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Point3D B;
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Vector3 A;
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Vector3 B;
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};
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class Ray
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{
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Point3D Origin;
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Point3D Direction;
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Vector3 Origin;
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Vector3 Direction;
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};
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class OBB;
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class Frustum;
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class Plane;
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class Plane
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{
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public:
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Vector3 Position;
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Vector3 Normal;
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float distance = 0.f;
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};
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class Frustum {
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public:
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Plane TopFace;
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Plane BottomFace;
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Plane RightFace;
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Plane LeftFace;
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Plane FarFace;
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Plane NearFace;
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};
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class Camera {
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public:
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Vector3 Position;
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Vector3 Front;
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Vector3 Right;
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Vector3 Up;
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};
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static Frustum CreateFrustumFromCamera(const Camera& cam, float aspect, float fovY, float zNear, float zFar)
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{
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Frustum frustum;
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const float halfVSide = zFar * tanf(fovY * 0.5f);
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const float halfHSide = halfVSide * aspect;
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const Vector3 frontMultFar = cam.Front * zFar;
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frustum.NearFace = Plane{cam.Position + cam.Front * zNear, cam.Front};
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frustum.FarFace = Plane{cam.Position + frontMultFar, -cam.Front};
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frustum.RightFace = Plane{cam.Position, Vector3::Cross(frontMultFar - cam.Right * halfHSide, cam.Up)};
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frustum.LeftFace = Plane{cam.Position, Vector3::Cross(cam.Up, frontMultFar+cam.Right*halfHSide)};
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frustum.TopFace = Plane{cam.Position, Vector3::Cross(cam.Right, frontMultFar - cam.Up * halfVSide)};
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frustum.BottomFace = Plane{cam.Position, Vector3::Cross(frontMultFar + cam.Up * halfVSide, cam.Right)};
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return frustum;
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}
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class Polygon;
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class Polyhedron;
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class QuadTree;
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