//----------------------------------------------------------------------------- // Torque Game Engine // Copyright (C) GarageGames.com, Inc. //----------------------------------------------------------------------------- #ifndef _SGUTIL_H_ #define _SGUTIL_H_ #ifndef _PLATFORM_H_ #include "platform/platform.h" #endif #ifndef _MPOINT_H_ #include "math/mPoint.h" #endif class RectI; class MatrixF; struct SGWinding { Point3F points[32]; U32 numPoints; }; bool sgComputeNewFrustum(const F64* oldFrustum, const F64 nearPlane, const F64 farPlane, const RectI& oldViewport, const SGWinding* windings, const U32 numWindings, const MatrixF& modelview, F64* newFrustum, RectI& newViewport, const bool flippedMatrix); /// Compute frustrum planes. /// /// Frustum parameters are: /// - [0] = left /// - [1] = right /// - [2] = top /// - [3] = bottom /// - [4] = near /// - [5] = far void sgComputeOSFrustumPlanes(const F64 frustumParameters[6], const MatrixF& worldSpaceToObjectSpace, const Point3F& wsCamPoint, PlaneF& outFarPlane, PlaneF& outXMinPlane, PlaneF& outXMaxPlane, PlaneF& outYMinPlane, PlaneF& outYMaxPlane); void sgOrientClipPlanes(PlaneF * planes, const Point3F & camPos, const Point3F & leftUp, const Point3F & leftDown, const Point3F & rightUp, const Point3F & rightDown); #endif // _H_SGUTIL_