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- //========================================================================
- // 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
- }
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