// // Created by dawsh on 1/25/24. // #pragma once #include "Plane.h" namespace Geometry { enum class FrustumType { Invalid, /// Set the Frustum type to this value to define the orthographic projection formula. In orthographic projection, /// 3D images are projected onto a 2D plane essentially by flattening the object along one direction (the plane normal). /// The size of the projected images appear the same independent of their distance to the camera, and distant objects will /// not appear smaller. The shape of the Frustum is identical to an oriented bounding box (OBB). Orthographic, /// Set the Frustum type to this value to use the perspective projection formula. With perspective projection, the 2D /// image is formed by projecting 3D points towards a single point (the eye point/tip) of the Frustum, and computing the /// point of intersection of the line of the projection and the near plane of the Frustum. /// This corresponds to the optics in the real-world, and objects become smaller as they move to the distance. /// The shape of the Frustum is a rectangular pyramid capped from the tip. Perspective }; class Frustum { public: Plane TopFace; Plane BottomFace; Plane RightFace; Plane LeftFace; Plane FarFace; Plane NearFace; static Frustum CreateFrustumFromCamera(const Camera& cam, float aspect, float fovY, float zNear, float zFar); }; Frustum Frustum::CreateFrustumFromCamera(const Camera &cam, float aspect, float fovY, float zNear, float zFar) { Frustum frustum; const float halfVSide = zFar * tanf(fovY * 0.5f); const float halfHSide = halfVSide * aspect; const Vector3 frontMultFar = cam.Front * zFar; frustum.NearFace = Plane{cam.Position + cam.Front * zNear, cam.Front}; frustum.FarFace = Plane{cam.Position + frontMultFar, -cam.Front}; frustum.RightFace = Plane{cam.Position, Vector3::Cross(frontMultFar - cam.Right * halfHSide, cam.Up)}; frustum.LeftFace = Plane{cam.Position, Vector3::Cross(cam.Up, frontMultFar+cam.Right*halfHSide)}; frustum.TopFace = Plane{cam.Position, Vector3::Cross(cam.Right, frontMultFar - cam.Up * halfVSide)}; frustum.BottomFace = Plane{cam.Position, Vector3::Cross(frontMultFar + cam.Up * halfVSide, cam.Right)}; return frustum; } }