// // Created by dawsh on 1/25/24. // #pragma once #include "Plane.h" namespace Geometry { 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; } }