Files
Client/GameTools/Zallad3D SceneClass/ViewFrustum.h
LGram16 dd97ddec92 Restructure repository to include all source folders
Move git root from Client/ to src/ to track all source code:
- Client: Game client source (moved to Client/Client/)
- Server: Game server source
- GameTools: Development tools
- CryptoSource: Encryption utilities
- database: Database scripts
- Script: Game scripts
- rylCoder_16.02.2008_src: Legacy coder tools
- GMFont, Game: Additional resources

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-29 20:17:20 +09:00

71 lines
1.9 KiB
C++

// ViewFrustum.h: interface for the CViewFrustum class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_VIEWFRUSTUM_H__3771772E_0DF5_416F_8B98_F4ECC3232034__INCLUDED_)
#define AFX_VIEWFRUSTUM_H__3771772E_0DF5_416F_8B98_F4ECC3232034__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include <d3dx8.h>
/**/
enum WBPLAN { LEFT_P,RIGHT_P,TOP_P,BOTTOM_P,NEAR_P,FAR_P};
enum WBAXIS {X,Y,Z};
class RCullingBox {
public:
D3DXVECTOR3 m_Pos;
float m_Rot[3];
D3DXMATRIX m_matWorld; // local 좌표계 box를 world 좌표계로 변화 시키는 matrix
D3DXVECTOR3 m_LocalBound[8];
D3DXVECTOR3 m_WorldBound[8];
bool m_BoxSide; //in 인지 out 인지.
RCullingBox() {
m_Rot[X] = m_Rot[Y] = m_Rot[Z] = 0.0f;
m_BoxSide = false;
}
~RCullingBox(){}
void ChangeLocalToWorld() {
// Recompute m_mat, m_vecBoundsWorld, and m_planeBoundsWorld
// when the thing's position, orientation, or bounding box has changed
D3DXMATRIX matRotX,matRotY,matRotZ;
D3DXMATRIX matTrans;
D3DXMatrixRotationX( &matRotX, m_Rot[X] );
D3DXMatrixRotationY( &matRotY, m_Rot[Y] );
D3DXMatrixRotationZ( &matRotZ, m_Rot[Z] );
D3DXMatrixTranslation( &matTrans, m_Pos.x, m_Pos.y, m_Pos.z );
m_matWorld = matRotX * matRotZ * matRotY * matTrans;
// Transform bounding box coords from local space to world space
for( int i = 0; i < 8; i++ )
D3DXVec3TransformCoord( &m_WorldBound[i], &m_LocalBound[i], &m_matWorld );
}
};
class CViewFrustum{
public:
CViewFrustum();
~CViewFrustum();
void Update();
bool PointInFrustum(float x,float y,float z);
bool SphereInFrustum(float x,float y,float z,float rad);
bool BoxInFrustum(RCullingBox *);
bool BoxInFrustum(D3DXVECTOR3 vecMin,D3DXVECTOR3 vecMax);
bool BoxInFrustum(int *vecMin,int *vecMax);
private:
D3DXPLANE m_Frustum[6];
};
#endif // !defined(AFX_VIEWFRUSTUM_H__3771772E_0DF5_416F_8B98_F4ECC3232034__INCLUDED_)