Added Frustum class
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@ -21,4 +21,25 @@ enum nzCorner
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nzCorner_Max = nzCorner_NearRightTop
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};
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enum nzFrustumPlane
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{
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nzFrustumPlane_Bottom,
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nzFrustumPlane_Far,
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nzFrustumPlane_Left,
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nzFrustumPlane_Near,
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nzFrustumPlane_Right,
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nzFrustumPlane_Top,
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nzFrustumPlane_Max = nzFrustumPlane_Top
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};
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enum nzIntersectionSide
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{
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nzIntersectionSide_Inside,
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nzIntersectionSide_Intersecting,
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nzIntersectionSide_Outside,
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nzIntersectionSide_Max = nzIntersectionSide_Outside
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};
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#endif // NAZARA_ENUMS_MATH_HPP
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@ -0,0 +1,61 @@
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// Copyright (C) 2012 Jérôme Leclercq
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// This file is part of the "Nazara Engine - Mathematics module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#pragma once
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#ifndef NAZARA_FRUSTUM_HPP
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#define NAZARA_FRUSTUM_HPP
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#include <Nazara/Core/String.hpp>
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#include <Nazara/Math/Enums.hpp>
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#include <Nazara/Math/Matrix4.hpp>
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#include <Nazara/Math/Plane.hpp>
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#include <Nazara/Math/Sphere.hpp>
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#include <Nazara/Math/Vector3.hpp>
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template<typename T>
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class NzFrustum
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{
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public:
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NzFrustum() = default;
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template<typename U> explicit NzFrustum(const NzFrustum<U>& frustum);
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NzFrustum(const NzFrustum& frustum) = default;
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~NzFrustum() = default;
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NzFrustum& Build(T angle, T ratio, T zNear, T zFar, const NzVector3<T>& eye, const NzVector3<T>& target, const NzVector3<T>& up = NzVector3<T>::Up());
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bool Contains(const NzCube<T>& cube);
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bool Contains(const NzSphere<T>& sphere);
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bool Contains(const NzVector3<T>& point);
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bool Contains(const NzVector3<T>* points, unsigned int pointCount);
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NzFrustum& Extract(const NzMatrix4<T>& clipMatrix);
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NzFrustum& Extract(const NzMatrix4<T>& view, const NzMatrix4<T>& projection);
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const NzVector3<T>& GetCorner(nzCorner corner) const;
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const NzPlane<T>& GetPlane(nzFrustumPlane plane) const;
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nzIntersectionSide Intersect(const NzCube<T>& cube) const;
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nzIntersectionSide Intersect(const NzSphere<T>& sphere) const;
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nzIntersectionSide Intersect(const NzVector3<T>* points, unsigned int pointCount);
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NzFrustum& Set(const NzFrustum& frustum);
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template<typename U> NzFrustum& Set(const NzFrustum<U>& frustum);
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NzString ToString() const;
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private:
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NzVector3<T> m_corners[nzCorner_Max+1];
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NzPlane<T> m_planes[nzFrustumPlane_Max+1];
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};
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template<typename T>
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std::ostream& operator<<(std::ostream& out, const NzFrustum<T>& frustum);
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typedef NzFrustum<double> NzFrustumd;
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typedef NzFrustum<float> NzFrustumf;
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#include <Nazara/Math/Frustum.inl>
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#endif // NAZARA_FRUSTUM_HPP
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@ -0,0 +1,430 @@
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// Copyright (C) 2012 Jérôme Leclercq
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// This file is part of the "Nazara Engine - Mathematics module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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// Sources:
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// http://www.crownandcutlass.com/features/technicaldetails/frustum.html
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// http://www.lighthouse3d.com/tutorials/view-frustum-culling/
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#include <Nazara/Core/StringStream.hpp>
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#include <Nazara/Math/Basic.hpp>
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#include <cstring>
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#include <Nazara/Core/Debug.hpp>
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#define F(a) static_cast<T>(a)
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template<typename T>
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template<typename U>
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NzFrustum<T>::NzFrustum(const NzFrustum<U>& frustum)
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{
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Set(frustum);
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}
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template<typename T>
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NzFrustum<T>& NzFrustum<T>::Build(T angle, T ratio, T zNear, T zFar, const NzVector3<T>& eye, const NzVector3<T>& target, const NzVector3<T>& up)
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{
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#if NAZARA_MATH_ANGLE_RADIAN
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angle *= F(0.5);
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#else
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angle = NzDegreeToRadian(angle * F(0.5));
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#endif
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T tangent = std::tan(angle);
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T nearH = zNear * tangent;
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T nearW = nearH * ratio;
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T farH = zFar * tangent;
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T farW = farH * ratio;
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NzVector3<T> f = NzVector3<T>::Normalize(target - eye);
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NzVector3<T> u(up.GetNormal());
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NzVector3<T> s = NzVector3<T>::Normalize(f.CrossProduct(u));
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u = s.CrossProduct(f);
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NzVector3<T> nc = eye + f * zNear;
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NzVector3<T> fc = eye + f * zFar;
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// Calcul du frustum
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m_corners[nzCorner_FarLeftBottom] = fc - u*farH - s*farW;
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m_corners[nzCorner_FarLeftTop] = fc + u*farH - s*farW;
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m_corners[nzCorner_FarRightTop] = fc + u*farH + s*farW;
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m_corners[nzCorner_FarRightBottom] = fc - u*farH + s*farW;
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m_corners[nzCorner_NearLeftBottom] = nc - u*nearH - s*nearW;
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m_corners[nzCorner_NearLeftTop] = nc + u*nearH - s*nearW;
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m_corners[nzCorner_NearRightTop] = nc + u*nearH + s*nearW;
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m_corners[nzCorner_NearRightBottom] = nc - u*nearH + s*nearW;
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// Construction des plans du frustum
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m_planes[nzFrustumPlane_Bottom].Set(m_corners[nzCorner_NearLeftBottom], m_corners[nzCorner_NearRightBottom], m_corners[nzCorner_FarRightBottom]);
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m_planes[nzFrustumPlane_Far].Set(m_corners[nzCorner_FarRightTop], m_corners[nzCorner_FarLeftTop], m_corners[nzCorner_FarLeftBottom]);
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m_planes[nzFrustumPlane_Left].Set(m_corners[nzCorner_NearLeftTop], m_corners[nzCorner_NearLeftBottom], m_corners[nzCorner_FarLeftBottom]);
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m_planes[nzFrustumPlane_Near].Set(m_corners[nzCorner_NearLeftTop], m_corners[nzCorner_NearRightTop], m_corners[nzCorner_NearRightBottom]);
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m_planes[nzFrustumPlane_Right].Set(m_corners[nzCorner_NearRightBottom], m_corners[nzCorner_NearRightTop], m_corners[nzCorner_FarRightBottom]);
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m_planes[nzFrustumPlane_Top].Set(m_corners[nzCorner_NearRightTop], m_corners[nzCorner_NearLeftTop], m_corners[nzCorner_FarLeftTop]);
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return *this;
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}
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template<typename T>
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bool NzFrustum<T>::Contains(const NzCube<T>& cube)
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{
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// http://www.lighthouse3d.com/tutorials/view-frustum-culling/geometric-approach-testing-boxes-ii/
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for(unsigned int i = 0; i <= nzFrustumPlane_Max; i++)
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{
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if (m_planes[i].Distance(cube.GetPositiveVertex(m_planes[i].normal)) < F(0.0))
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return false;
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}
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return true;
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}
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template<typename T>
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bool NzFrustum<T>::Contains(const NzSphere<T>& sphere)
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{
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for(unsigned int i = 0; i <= nzFrustumPlane_Max; i++)
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{
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if (m_planes[i].Distance(sphere.GetPosition()) < -sphere.radius)
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return false;
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}
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return true;
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}
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template<typename T>
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bool NzFrustum<T>::Contains(const NzVector3<T>& point)
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{
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for(unsigned int i = 0; i <= nzFrustumPlane_Max; ++i)
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{
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if (m_planes[i].Distance(point) < F(0.0))
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return false;
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}
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return true;
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}
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template<typename T>
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bool NzFrustum<T>::Contains(const NzVector3<T>* points, unsigned int pointCount)
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{
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for (unsigned int i = 0; i <= nzFrustumPlane_Max; ++i)
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{
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unsigned int j;
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for (j = 0; j < pointCount; j++ )
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{
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if (m_planes[i].Distance(points[j]) > F(0.0))
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break;
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}
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if (j == pointCount)
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return false;
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}
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return true;
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}
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template<typename T>
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NzFrustum<T>& NzFrustum<T>::Extract(const NzMatrix4<T>& clipMatrix)
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{
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///TODO: Calculer les coins
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// http://www.crownandcutlass.com/features/technicaldetails/frustum.html
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T plane[4];
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T invLength;
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// Extract the numbers for the RIGHT plane
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plane[0] = clipMatrix[ 3] - clipMatrix[ 0];
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plane[1] = clipMatrix[ 7] - clipMatrix[ 4];
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plane[2] = clipMatrix[11] - clipMatrix[ 8];
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plane[3] = clipMatrix[15] - clipMatrix[12];
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// Normalize the result
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invLength = F(1.0) / std::sqrt(plane[0]*plane[0] + plane[1]*plane[1] + plane[2]*plane[2]);
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plane[0] *= invLength;
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plane[1] *= invLength;
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plane[2] *= invLength;
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plane[3] *= invLength;
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m_planes[nzFrustumPlane_Right].Set(plane);
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// Extract the numbers for the LEFT plane
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plane[0] = clipMatrix[ 3] + clipMatrix[ 0];
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plane[1] = clipMatrix[ 7] + clipMatrix[ 4];
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plane[2] = clipMatrix[11] + clipMatrix[ 8];
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plane[3] = clipMatrix[15] + clipMatrix[12];
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// Normalize the result
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invLength = F(1.0) / std::sqrt(plane[0]*plane[0] + plane[1]*plane[1] + plane[2]*plane[2]);
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plane[0] *= invLength;
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plane[1] *= invLength;
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plane[2] *= invLength;
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plane[3] *= invLength;
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m_planes[nzFrustumPlane_Left].Set(plane);
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// Extract the BOTTOM plane
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plane[0] = clipMatrix[ 3] + clipMatrix[ 1];
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plane[1] = clipMatrix[ 7] + clipMatrix[ 5];
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plane[2] = clipMatrix[11] + clipMatrix[ 9];
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plane[3] = clipMatrix[15] + clipMatrix[13];
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// Normalize the result
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invLength = F(1.0) / std::sqrt(plane[0]*plane[0] + plane[1]*plane[1] + plane[2]*plane[2]);
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plane[0] *= invLength;
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plane[1] *= invLength;
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plane[2] *= invLength;
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plane[3] *= invLength;
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m_planes[nzFrustumPlane_Bottom].Set(plane);
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// Extract the TOP plane
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plane[0] = clipMatrix[ 3] - clipMatrix[ 1];
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plane[1] = clipMatrix[ 7] - clipMatrix[ 5];
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plane[2] = clipMatrix[11] - clipMatrix[ 9];
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plane[3] = clipMatrix[15] - clipMatrix[13];
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// Normalize the result
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invLength = F(1.0) / std::sqrt(plane[0]*plane[0] + plane[1]*plane[1] + plane[2]*plane[2]);
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plane[0] *= invLength;
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plane[1] *= invLength;
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plane[2] *= invLength;
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plane[3] *= invLength;
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m_planes[nzFrustumPlane_Top].Set(plane);
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// Extract the FAR plane
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plane[0] = clipMatrix[ 3] - clipMatrix[ 2];
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plane[1] = clipMatrix[ 7] - clipMatrix[ 6];
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plane[2] = clipMatrix[11] - clipMatrix[10];
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plane[3] = clipMatrix[15] - clipMatrix[14];
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// Normalize the result
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invLength = F(1.0) / std::sqrt(plane[0]*plane[0] + plane[1]*plane[1] + plane[2]*plane[2]);
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plane[0] *= invLength;
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plane[1] *= invLength;
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plane[2] *= invLength;
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plane[3] *= invLength;
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m_planes[nzFrustumPlane_Far].Set(plane);
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// Extract the NEAR plane
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plane[0] = clipMatrix[ 3] + clipMatrix[ 2];
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plane[1] = clipMatrix[ 7] + clipMatrix[ 6];
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plane[2] = clipMatrix[11] + clipMatrix[10];
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plane[3] = clipMatrix[15] + clipMatrix[14];
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// Normalize the result
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invLength = F(1.0) / std::sqrt(plane[0]*plane[0] + plane[1]*plane[1] + plane[2]*plane[2]);
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plane[0] *= invLength;
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plane[1] *= invLength;
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plane[2] *= invLength;
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plane[3] *= invLength;
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m_planes[nzFrustumPlane_Near].Set(plane);
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// Une fois les plans extraits, il faut extraire les points du frustum
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// Je me base sur cette page: http://www.gamedev.net/topic/393309-calculating-the-view-frustums-vertices/
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NzMatrix4f invClipMatrix;
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clipMatrix.GetInverse(&invClipMatrix); // Nous n'avons plus besoin de la matrice originale
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NzVector4f corner;
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// FarLeftBottom
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corner.Set(F(-1.0), F(-1.0), F(1.0));
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corner = invClipMatrix.Transform(corner);
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corner.Normalize();
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m_corners[nzCorner_FarLeftBottom] = NzVector3<T>(corner.x, corner.y, corner.z);
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// FarLeftTop
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corner.Set(F(-1.0), F(1.0), F(1.0));
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corner = invClipMatrix.Transform(corner);
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corner.Normalize();
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m_corners[nzCorner_FarLeftTop] = NzVector3<T>(corner.x, corner.y, corner.z);
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// FarRightBottom
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corner.Set(F(1.0), F(-1.0), F(1.0));
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corner = invClipMatrix.Transform(corner);
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corner.Normalize();
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m_corners[nzCorner_FarRightBottom] = NzVector3<T>(corner.x, corner.y, corner.z);
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// FarRightTop
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corner.Set(F(1.0), F(1.0), F(1.0));
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corner = invClipMatrix.Transform(corner);
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corner.Normalize();
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m_corners[nzCorner_FarRightTop] = NzVector3<T>(corner.x, corner.y, corner.z);
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// NearLeftBottom
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corner.Set(F(-1.0), F(-1.0), F(0.0));
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corner = invClipMatrix.Transform(corner);
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corner.Normalize();
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m_corners[nzCorner_NearLeftBottom] = NzVector3<T>(corner.x, corner.y, corner.z);
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// NearLeftTop
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corner.Set(F(-1.0), F(1.0), F(0.0));
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corner = invClipMatrix.Transform(corner);
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corner.Normalize();
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m_corners[nzCorner_NearLeftTop] = NzVector3<T>(corner.x, corner.y, corner.z);
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// NearRightBottom
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corner.Set(F(1.0), F(-1.0), F(0.0));
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corner = invClipMatrix.Transform(corner);
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corner.Normalize();
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m_corners[nzCorner_NearRightBottom] = NzVector3<T>(corner.x, corner.y, corner.z);
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// NearRightTop
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corner.Set(F(1.0), F(1.0), F(0.0));
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corner = invClipMatrix.Transform(corner);
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corner.Normalize();
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m_corners[nzCorner_NearRightTop] = NzVector3<T>(corner.x, corner.y, corner.z);
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return *this;
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}
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template<typename T>
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NzFrustum<T>& NzFrustum<T>::Extract(const NzMatrix4<T>& view, const NzMatrix4<T>& projection)
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{
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NzMatrix4f clipMatrix(view);
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clipMatrix *= projection;
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return Extract(clipMatrix);
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}
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template<typename T>
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const NzVector3<T>& NzFrustum<T>::GetCorner(nzCorner corner) const
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{
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#ifdef NAZARA_DEBUG
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if (corner > nzCorner_Max)
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{
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NazaraError("Corner not handled (0x" + NzString::Number(corner, 16) + ')');
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static NzVector3<T> dummy;
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return dummy;
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}
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#endif
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return m_corners[corner];
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}
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template<typename T>
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const NzPlane<T>& NzFrustum<T>::GetPlane(nzFrustumPlane plane) const
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{
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#ifdef NAZARA_DEBUG
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if (plane > nzFrustumPlane_Max)
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{
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NazaraError("Frustum plane not handled (0x" + NzString::Number(plane, 16) + ')');
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static NzVector3<T> dummy;
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return dummy;
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}
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#endif
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return m_planes[plane];
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}
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template<typename T>
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nzIntersectionSide NzFrustum<T>::Intersect(const NzCube<T>& cube) const
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{
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// http://www.lighthouse3d.com/tutorials/view-frustum-culling/geometric-approach-testing-boxes-ii/
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nzIntersectionSide side = nzIntersectionSide_Inside;
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||||
for(unsigned int i = 0; i <= nzFrustumPlane_Max; i++)
|
||||
{
|
||||
if (m_planes[i].Distance(cube.GetPositiveVertex(m_planes[i].normal)) < F(0.0))
|
||||
return nzIntersectionSide_Outside;
|
||||
else if (m_planes[i].Distance(cube.GetNegativeVertex(m_planes[i].normal) < F(0.0)))
|
||||
side = nzIntersectionSide_Intersecting;
|
||||
}
|
||||
|
||||
return side;
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
nzIntersectionSide NzFrustum<T>::Intersect(const NzSphere<T>& sphere) const
|
||||
{
|
||||
// http://www.lighthouse3d.com/tutorials/view-frustum-culling/geometric-approach-testing-points-and-spheres/
|
||||
nzIntersectionSide side = nzIntersectionSide_Inside;
|
||||
|
||||
for(unsigned int i = 0; i <= nzFrustumPlane_Max; i++)
|
||||
{
|
||||
T distance = m_planes[i].Distance(sphere.GetPosition());
|
||||
if (distance < -sphere.radius)
|
||||
return nzIntersectionSide_Outside;
|
||||
else if (distance < sphere.radius)
|
||||
side = nzIntersectionSide_Intersecting;
|
||||
}
|
||||
|
||||
return side;
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
nzIntersectionSide NzFrustum<T>::Intersect(const NzVector3<T>* points, unsigned int pointCount)
|
||||
{
|
||||
unsigned int c = 0;
|
||||
|
||||
for (unsigned int i = 0; i <= nzFrustumPlane_Max; ++i)
|
||||
{
|
||||
unsigned int j;
|
||||
for (j = 0; j < pointCount; j++ )
|
||||
{
|
||||
if (m_planes[i].Distance(points[j]) > F(0.0))
|
||||
break;
|
||||
}
|
||||
|
||||
if (j == pointCount)
|
||||
return nzIntersectionSide_Outside;
|
||||
else
|
||||
c++;
|
||||
}
|
||||
|
||||
return (c == 6) ? nzIntersectionSide_Inside : nzIntersectionSide_Intersecting;
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
NzFrustum<T>& NzFrustum<T>::Set(const NzFrustum& frustum)
|
||||
{
|
||||
std::memcpy(this, &frustum, sizeof(NzFrustum));
|
||||
|
||||
return *this;
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
template<typename U>
|
||||
NzFrustum<T>& NzFrustum<T>::Set(const NzFrustum<U>& frustum)
|
||||
{
|
||||
for (unsigned int i = 0; i <= nzCorner_Max; ++i)
|
||||
m_corners[i].Set(frustum.m_corners[i]);
|
||||
|
||||
for (unsigned int i = 0; i <= nzFrustumPlane_Max; ++i)
|
||||
m_planes[i].Set(frustum.m_planes[i]);
|
||||
|
||||
return *this;
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
NzString NzFrustum<T>::ToString() const
|
||||
{
|
||||
NzStringStream ss;
|
||||
|
||||
return ss << "Frustum(Bottom: " << m_planes[nzFrustumPlane_Bottom] << "\n"
|
||||
<< " Far: " << m_planes[nzFrustumPlane_Far] << "\n"
|
||||
<< " Left: " << m_planes[nzFrustumPlane_Left] << "\n"
|
||||
<< " Near: " << m_planes[nzFrustumPlane_Near] << "\n"
|
||||
<< " Right: " << m_planes[nzFrustumPlane_Right] << "\n"
|
||||
<< " Top: " << m_planes[nzFrustumPlane_Top] << ")\n";
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
std::ostream& operator<<(std::ostream& out, const NzFrustum<T>& frustum)
|
||||
{
|
||||
return out << frustum.ToString();
|
||||
}
|
||||
|
||||
#undef F
|
||||
|
||||
#include <Nazara/Core/DebugOff.hpp>
|
||||
Loading…
Reference in New Issue