//======================================================================== // Geometry.cpp : Collection of code for 3D math and 3D shapes // // // Part of the GameCode4 Application // // GameCode4 is the sample application that encapsulates much of the source code // discussed in "Game Coding Complete - 4th Edition" by Mike McShaffry and David // "Rez" Graham, published by Charles River Media. // ISBN-10: 1133776574 | ISBN-13: 978-1133776574 // // If this source code has found it's way to you, and you think it has helped you // in any way, do the authors a favor and buy a new copy of the book - there are // detailed explanations in it that compliment this code well. Buy a copy at Amazon.com // by clicking here: // http://www.amazon.com/gp/product/1133776574/ref=olp_product_details?ie=UTF8&me=&seller= // // There's a companion web site at http://www.mcshaffry.com/GameCode/ // // The source code is managed and maintained through Google Code: // http://code.google.com/p/gamecode4/ // // (c) Copyright 2012 Michael L. McShaffry and David Graham // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU Lesser GPL v3 // as published by the Free Software Foundation. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See // http://www.gnu.org/licenses/lgpl-3.0.txt for more details. // // You should have received a copy of the GNU Lesser GPL v3 // along with this program; if not, write to the Free Software // Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. // //======================================================================== #include "../Unix/GameCodeStd.h" #include "Geometry.h" Frustum::Frustum() { m_Fov = GCC_PI/4.0f; // default field of view is 90 degrees m_Aspect = 1.0f; // default aspect ratio is 1:1 m_Near = 1.0f; // default near clip plane is 1m away from the camera m_Far = 100.0f; // default far clip plane is 100m away from the camera } // // Frustum::Inside - Chapter 14, page 477 // bool Frustum::Inside(const glm::vec3 &point) const { // TODO - implement return false; } // // Frustum::Inside - Chapter 14, page 477 // bool Frustum::Inside(const glm::vec3 &point, const float radius) const { // TODO - implement return false; } // // Frustum::Init - Chapter 14, page 477 // void Frustum::Init(const float fov, const float aspect, const float nearClip, const float farClip) { m_Fov = fov; m_Aspect = aspect; m_Near = nearClip; m_Far = farClip; // TODO - generate frustum mesh so we can render for debugging } // // Frustum::Render - not described in the 4th edition // void Frustum::Render() { // TODO - implement }