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XCamera.cpp
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#include "XCamera.h"
XCamera::XCamera()
{
}
XCamera::~XCamera()
{
}
void XCamera::ExtractFrustumPlanes()
{
// calculate view projection matrix
D3DXMATRIX vp = m_view * m_projection;
m_frustum.zNear.n[0] = vp(0, 2) + vp(0, 3);
m_frustum.zNear.n[1] = vp(1, 2) + vp(1, 3);
m_frustum.zNear.n[2] = vp(2, 2) + vp(2, 3);
m_frustum.zNear.d = vp(3, 2) + vp(3, 3);
//float invSqrt = 1.0f / sqrt(m_frustum.zNear.n[0] * m_frustum.zNear.n[0] +
// m_frustum.zNear.n[1] * m_frustum.zNear.n[1] +
// m_frustum.zNear.n[2] * m_frustum.zNear.n[2]);
//m_frustum.zNear.n[0] *= invSqrt;
//m_frustum.zNear.n[1] *= invSqrt;
//m_frustum.zNear.n[2] *= invSqrt;
//m_frustum.zNear.d *= invSqrt;
m_frustum.zFar.n[0] = -vp(0, 2) + vp(0, 3);
m_frustum.zFar.n[1] = -vp(1, 2) + vp(1, 3);
m_frustum.zFar.n[2] = -vp(2, 2) + vp(2, 3);
m_frustum.zFar.d = -vp(3, 2) + vp(3, 3);
//invSqrt = 1.0f / sqrt(m_frustum.zFar.n[0] * m_frustum.zFar.n[0] +
// m_frustum.zFar.n[1] * m_frustum.zFar.n[1] +
// m_frustum.zFar.n[2] * m_frustum.zFar.n[2]);
//m_frustum.zFar.n[0] *= invSqrt;
//m_frustum.zFar.n[1] *= invSqrt;
//m_frustum.zFar.n[2] *= invSqrt;
//m_frustum.zFar.d *= invSqrt;
m_frustum.bottom.n[0] = vp(0, 1) + vp(0, 3);
m_frustum.bottom.n[1] = vp(1, 1) + vp(1, 3);
m_frustum.bottom.n[2] = vp(2, 1) + vp(2, 3);
m_frustum.bottom.d = vp(3, 1) + vp(3, 3);
//invSqrt = 1.0f / sqrt(m_frustum.bottom.n[0] * m_frustum.bottom.n[0] +
// m_frustum.bottom.n[1] * m_frustum.bottom.n[1] +
// m_frustum.bottom.n[2] * m_frustum.bottom.n[2]);
//m_frustum.bottom.n[0] *= invSqrt;
//m_frustum.bottom.n[1] *= invSqrt;
//m_frustum.bottom.n[2] *= invSqrt;
//m_frustum.bottom.d *= invSqrt;
m_frustum.top.n[0] = -vp(0, 1) + vp(0, 3);
m_frustum.top.n[1] = -vp(1, 1) + vp(1, 3);
m_frustum.top.n[2] = -vp(2, 1) + vp(2, 3);
m_frustum.top.d = -vp(3, 1) + vp(3, 3);
//invSqrt = 1.0f / sqrt(m_frustum.top.n[0] * m_frustum.top.n[0] +
// m_frustum.top.n[1] * m_frustum.top.n[1] +
// m_frustum.top.n[2] * m_frustum.top.n[2]);
//m_frustum.top.n[0] *= invSqrt;
//m_frustum.top.n[1] *= invSqrt;
//m_frustum.top.n[2] *= invSqrt;
//m_frustum.top.d *= invSqrt;
m_frustum.left.n[0] = vp(0, 0) + vp(0, 3);
m_frustum.left.n[1] = vp(1, 0) + vp(1, 3);
m_frustum.left.n[2] = vp(2, 0) + vp(2, 3);
m_frustum.left.d = vp(3, 0) + vp(3, 3);
//invSqrt = 1.0f / sqrt(m_frustum.left.n[0] * m_frustum.left.n[0] +
// m_frustum.left.n[1] * m_frustum.left.n[1] +
// m_frustum.left.n[2] * m_frustum.left.n[2]);
//m_frustum.left.n[0] *= invSqrt;
//m_frustum.left.n[1] *= invSqrt;
//m_frustum.left.n[2] *= invSqrt;
//m_frustum.left.d *= invSqrt;
m_frustum.right.n[0] = -vp(0, 0) + vp(0, 3);
m_frustum.right.n[1] = -vp(1, 0) + vp(1, 3);
m_frustum.right.n[2] = -vp(2, 0) + vp(2, 3);
m_frustum.right.d = -vp(3, 0) + vp(3, 3);
//invSqrt = 1.0f / sqrt(m_frustum.right.n[0] * m_frustum.right.n[0] +
// m_frustum.right.n[1] * m_frustum.right.n[1] +
// m_frustum.right.n[2] * m_frustum.right.n[2]);
//m_frustum.right.n[0] *= invSqrt;
//m_frustum.right.n[1] *= invSqrt;
//m_frustum.right.n[2] *= invSqrt;
//m_frustum.right.d *= invSqrt;
}