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path: root/gfx/frustum.cpp
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* Simplified FrustumDan Goodliffe11 days
| | | | | | | | | | | Don't need to differentiate between shadedBy by contains. The 5 plane/face variant is actually fine in both cases. For a perspective projection, the near plane is essentially at the origin and is handled by the left/right/top/bottom planes meeting. For the directional light case (orthographic projection) the near plane is omitted as objects in front of the clip space still cast shadows into it. Also includes a fix the distance calculation to not add .w, don't know where I got the idea this was right.
* Correctly scale frustum plane vectorsDan Goodliffe11 days
| | | | Fixes comparison with real world (sphere) size parameter.
* Support for testing if a point/sphere is within a FrustumDan Goodliffe2026-02-15
| | | | Use case is the sphere approximating a scenery item such as a tree.
* Extend Frustum for testing for shaded byDan Goodliffe2025-03-11
| | | | | Like contains, but doesn't test the back plane as shadow caster can be anywhere behind the view point and still cast into it.
* Template AxisAlignedBoundingBox on unit typeDan Goodliffe2025-03-11
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* Add function to test if an AABB is visible in a frustumDan Goodliffe2025-03-11
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* Position is moved to FrustumDan Goodliffe2025-03-11
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* Split core view definition out of Camera into FrustumDan Goodliffe2025-03-05