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///////////////////////////////////////////////////////////////////////////
//
// Copyright (c) 2002-2012, Industrial Light & Magic, a division of Lucas
// Digital Ltd. LLC
//
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are
// met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above
// copyright notice, this list of conditions and the following disclaimer
// in the documentation and/or other materials provided with the
// distribution.
// * Neither the name of Industrial Light & Magic nor the names of
// its contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
///////////////////////////////////////////////////////////////////////////
#ifndef INCLUDED_IMATHFRUSTUM_H
#define INCLUDED_IMATHFRUSTUM_H
#include "ImathVec.h"
#include "ImathPlane.h"
#include "ImathLine.h"
#include "ImathMatrix.h"
#include "ImathLimits.h"
#include "ImathFun.h"
#include "ImathNamespace.h"
#include "IexMathExc.h"
IMATH_INTERNAL_NAMESPACE_HEADER_ENTER
//
// template class Frustum<T>
//
// The frustum is always located with the eye point at the
// origin facing down -Z. This makes the Frustum class
// compatable with OpenGL (or anything that assumes a camera
// looks down -Z, hence with a right-handed coordinate system)
// but not with RenderMan which assumes the camera looks down
// +Z. Additional functions are provided for conversion from
// and from various camera coordinate spaces.
//
// nearPlane/farPlane: near/far are keywords used by Microsoft's
// compiler, so we use nearPlane/farPlane instead to avoid
// issues.
template<class T>
class Frustum
{
public:
Frustum();
Frustum(const Frustum &);
Frustum(T nearPlane, T farPlane, T left, T right, T top, T bottom, bool ortho=false);
Frustum(T nearPlane, T farPlane, T fovx, T fovy, T aspect);
virtual ~Frustum();
//--------------------
// Assignment operator
//--------------------
const Frustum & operator = (const Frustum &);
//--------------------
// Operators: ==, !=
//--------------------
bool operator == (const Frustum<T> &src) const;
bool operator != (const Frustum<T> &src) const;
//--------------------------------------------------------
// Set functions change the entire state of the Frustum
//--------------------------------------------------------
void set(T nearPlane, T farPlane,
T left, T right,
T top, T bottom,
bool ortho=false);
void set(T nearPlane, T farPlane, T fovx, T fovy, T aspect);
//------------------------------------------------------
// These functions modify an already valid frustum state
//------------------------------------------------------
void modifyNearAndFar(T nearPlane, T farPlane);
void setOrthographic(bool);
//--------------
// Access
//--------------
bool orthographic() const { return _orthographic; }
T nearPlane() const { return _nearPlane; }
T hither() const { return _nearPlane; }
T farPlane() const { return _farPlane; }
T yon() const { return _farPlane; }
T left() const { return _left; }
T right() const { return _right; }
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