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#include <frustum.h>
Public Member Functions | |
FrustumIntersection | intersectAabb (Bounds3 bounds) |
void | extractPlanes (glm::mat4 viewProjectionMatrix, bool normalizePlaneNormals=false) |
Frustum represented as 6 plane equations (a*x+b*y+c*z+d=0 , where [a,b,c] is the normal of the plane). Note the normals of the frustum points inwards. The order of the planes are left, right, top, bottom, near, far The implementation is based on "Fast Extraction of Viewing Frustum Planes from the WorldView-Projection Matrix" by Gil Grib and Klaus Hartmann http://www.cs.otago.ac.nz/postgrads/alexis/planeExtraction.pdf