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move extracting planes to camera header
* since it related to view frustum / camera it should be in thie header or separate header called frustum.h * update LICENSE to add authors of algorithm
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6
LICENSE
6
LICENSE
@@ -52,3 +52,9 @@ LICENSE:
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Computing Euler angles from a rotation matrix (euler.pdf)
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Gregory G. Slabaugh
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4. Extracting Planes
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Fast Extraction of Viewing Frustum Planes from the World-View-Projection Matrix
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Authors:
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Gil Gribb (ggribb@ravensoft.com)
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Klaus Hartmann (k_hartmann@osnabrueck.netsurf.de)
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@@ -48,6 +48,10 @@ glmc_lookat(vec3 eye,
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vec3 up,
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mat4 dest);
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CGLM_EXPORT
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void
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glmc_extract_planes(mat4 m, vec4 dest[6]);
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#ifdef __cplusplus
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}
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#endif
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@@ -17,10 +17,6 @@ CGLM_EXPORT
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void
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glmc_plane_normalize(vec4 plane);
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CGLM_EXPORT
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void
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glmc_plane_extract(mat4 projView, vec4 dest[6]);
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#ifdef __cplusplus
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}
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#endif
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@@ -50,12 +50,14 @@
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float * __restrict farVal);
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CGLM_INLINE void glm_persp_decomp_far(mat4 proj, float * __restrict farVal);
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CGLM_INLINE void glm_persp_decomp_near(mat4 proj, float *__restrict nearVal);
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CGLM_INLINE void glm_extract_planes(mat4 m, vec4 dest[6]);
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*/
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#ifndef cglm_vcam_h
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#define cglm_vcam_h
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#include "common.h"
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#include "plane.h"
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/*!
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* @brief set up perspective peprojection matrix
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@@ -422,4 +424,45 @@ void
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glm_persp_decomp_near(mat4 proj, float * __restrict nearVal) {
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*nearVal = proj[3][2] / (proj[2][2] - 1);
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}
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/*!
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* @brief extracts view frustum planes
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*
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* planes' space:
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* 1- if m = proj: View Space
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* 2- if m = projView: World Space
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* 3- if m = MVP: Object Space
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*
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* You probably want to extract planes in world space so use projView as m
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* Computing projView:
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* glm_mat4_mul(proj, view, projView);
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*
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* Exracted planes order: [left, right, bottom, top, near, far]
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*
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* @param[in] m matrix (see brief)
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* @param[out] dest exracted view frustum planes (see brief)
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*/
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CGLM_INLINE
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void
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glm_extract_planes(mat4 m, vec4 dest[6]) {
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mat4 t;
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glm_mat4_transpose_to(m, t);
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glm_vec4_add(t[3], t[0], dest[0]); /* left */
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glm_vec4_sub(t[3], t[0], dest[1]); /* right */
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glm_vec4_add(t[3], t[1], dest[2]); /* bottom */
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glm_vec4_sub(t[3], t[1], dest[3]); /* top */
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glm_vec4_add(t[3], t[2], dest[4]); /* near */
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glm_vec4_sub(t[3], t[2], dest[5]); /* far */
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glm_plane_normalize(dest[0]);
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glm_plane_normalize(dest[1]);
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glm_plane_normalize(dest[2]);
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glm_plane_normalize(dest[3]);
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glm_plane_normalize(dest[4]);
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glm_plane_normalize(dest[5]);
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}
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#endif /* cglm_vcam_h */
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@@ -11,6 +11,7 @@
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#include "common.h"
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#include "mat4.h"
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#include "vec4.h"
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#include "vec3.h"
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/*
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Plane equation: Ax + By + Cz + D = 0;
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@@ -21,7 +22,6 @@
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/*
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Functions:
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CGLM_INLINE void glm_plane_normalize(vec4 plane);
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CGLM_INLINE void glm_plane_extract(mat4 projView, vec4 dest[6]);
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*/
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/*!
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@@ -35,36 +35,4 @@ glm_plane_normalize(vec4 plane) {
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glm_vec4_scale(plane, 1.0f / glm_vec_norm(plane), plane);
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}
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/*!
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* @brief extracts view frustum planes
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*
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* computing projView: glm_mat4_mul(proj, view, projView);
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*
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* exracted planes order: [left, right, bottom, top, near, far]
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*
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* @param[in] projView source
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* @param[out] dest exracted view frustum planes (see brief)
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*/
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CGLM_INLINE
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void
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glm_plane_extract(mat4 projView, vec4 dest[6]) {
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mat4 m;
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glm_mat4_transpose_to(projView, m);
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glm_vec4_add(m[3], m[0], dest[0]);
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glm_vec4_sub(m[3], m[0], dest[1]);
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glm_vec4_add(m[3], m[1], dest[2]);
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glm_vec4_sub(m[3], m[1], dest[3]);
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glm_vec4_add(m[3], m[2], dest[4]);
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glm_vec4_sub(m[3], m[2], dest[5]);
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glm_plane_normalize(dest[0]);
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glm_plane_normalize(dest[1]);
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glm_plane_normalize(dest[2]);
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glm_plane_normalize(dest[3]);
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glm_plane_normalize(dest[4]);
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glm_plane_normalize(dest[5]);
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}
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#endif /* cglm_plane_h */
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@@ -66,3 +66,9 @@ glmc_lookat(vec3 eye,
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mat4 dest) {
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glm_lookat(eye, center, up, dest);
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}
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CGLM_EXPORT
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void
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glmc_extract_planes(mat4 m, vec4 dest[6]) {
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glm_extract_planes(m, dest);
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}
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@@ -13,9 +13,3 @@ void
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glmc_plane_normalize(vec4 plane) {
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glm_plane_normalize(plane);
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}
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CGLM_EXPORT
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void
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glmc_plane_extract(mat4 projView, vec4 dest[6]) {
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glm_plane_extract(projView, dest);
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}
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