torque Torque Game Engine Documentation
TGE Version 1.5.2

engine/sceneGraph/sgUtil.h File Reference

#include "platform/platform.h"
#include "math/mPoint.h"

Data Structures

struct  SGWinding

Functions

bool sgComputeNewFrustum (const F64 *oldFrustum, const F64 nearPlane, const F64 farPlane, const RectI &oldViewport, const SGWinding *windings, const U32 numWindings, const MatrixF &modelview, F64 *newFrustum, RectI &newViewport, const bool flippedMatrix)
void sgComputeOSFrustumPlanes (const F64 frustumParameters[6], const MatrixF &worldSpaceToObjectSpace, const Point3F &wsCamPoint, PlaneF &outFarPlane, PlaneF &outXMinPlane, PlaneF &outXMaxPlane, PlaneF &outYMinPlane, PlaneF &outYMaxPlane)
 Compute frustrum planes.
void sgOrientClipPlanes (PlaneF *planes, const Point3F &camPos, const Point3F &leftUp, const Point3F &leftDown, const Point3F &rightUp, const Point3F &rightDown)


Function Documentation

bool sgComputeNewFrustum ( const F64 oldFrustum,
const F64  nearPlane,
const F64  farPlane,
const RectI oldViewport,
const SGWinding windings,
const U32  numWindings,
const MatrixF modelview,
F64 newFrustum,
RectI newViewport,
const bool  flippedMatrix 
)

void sgComputeOSFrustumPlanes ( const F64  frustumParameters[6],
const MatrixF worldSpaceToObjectSpace,
const Point3F wsCamPoint,
PlaneF outFarPlane,
PlaneF outXMinPlane,
PlaneF outXMaxPlane,
PlaneF outYMinPlane,
PlaneF outYMaxPlane 
)

Compute frustrum planes.

Frustum parameters are:

  • [0] = left
  • [1] = right
  • [2] = top
  • [3] = bottom
  • [4] = near
  • [5] = far

void sgOrientClipPlanes ( PlaneF planes,
const Point3F camPos,
const Point3F leftUp,
const Point3F leftDown,
const Point3F rightUp,
const Point3F rightDown 
)




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