/**************************************************************************** Copyright (c) 2014-2016 Chukong Technologies Inc. Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd. http://www.cocos2d-x.org Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ****************************************************************************/ #ifndef __CC_FRUSTUM_H_ #define __CC_FRUSTUM_H_ #include "base/ccMacros.h" #include "math/CCMath.h" #include "3d/CCAABB.h" #include "3d/CCOBB.h" #include "3d/CCPlane.h" NS_CC_BEGIN class Camera; /** * the frustum is a six-side geometry, usually use the frustum to do fast-culling: * check a entity whether is a potential visible entity * @js NA * @lua NA */ class CC_DLL Frustum { friend class Camera; public: /** * Constructor & Destructor. */ Frustum(): _clipZ(true), _initialized(false) {} ~Frustum(){} /** * init frustum from camera. */ bool initFrustum(const Camera* camera); /** * is aabb out of frustum. */ bool isOutOfFrustum(const AABB& aabb) const; /** * is obb out of frustum */ bool isOutOfFrustum(const OBB& obb) const; /** * get & set z clip. if bclipZ == true use near and far plane */ void setClipZ(bool clipZ) { _clipZ = clipZ; } bool isClipZ() { return _clipZ; } protected: /** * create clip plane */ void createPlane(const Camera* camera); Plane _plane[6]; // clip plane, left, right, top, bottom, near, far bool _clipZ; // use near and far clip plane bool _initialized; }; NS_CC_END #endif//__CC_FRUSTUM_H_