Example #1
0
void camera::view_all(aabb const& box, vec3 const& up)
{
    float diagonal = length(box.size());
    float r = diagonal * 0.5f;

    vec3 eye = box.center() + vec3(0, 0, r + r / std::atan(fovy_));

    look_at(eye, box.center(), up);
}
Example #2
0
aap::aap(const aabb &total)
{
	VEC3F center = total.center();
	char xyz = 2;

	if (total.width() >= total.height() && total.width() >= total.depth()) {
		xyz = 0;
	} else
	if (total.height() >= total.width() && total.height() >= total.depth()) {
		xyz = 1;
	}

	this->xyz = xyz;
	this->p = center[xyz];
}
Example #3
0
void calcDepthRange(mat4 const& pr, mat4 const& mv,
                    aabb const& bbox, float& minval, float& maxval)
{
    vec3 center = vec4( mv * vec4(bbox.center(), 1.0f) ).xyz();
    vec3 min    = vec4( mv * vec4(bbox.min, 1.0f) ).xyz();
    vec3 max    = vec4( mv * vec4(bbox.max, 1.0f) ).xyz();

    float radius = length(max - min) * 0.5f;

    // Depth buffer of ibrPlanes
    vec3 scal(center);
    scal = normalize(scal) * radius;
    min = center - scal;
    max = center + scal;

    vec4 min4 = pr * vec4(min, 1.f);
    vec4 max4 = pr * vec4(max, 1.f);

    min = min4.xyz() / min4.w;
    max = max4.xyz() / max4.w;

    minval = (min.z+1.f) * 0.5f;
    maxval = (max.z+1.f) * 0.5f;
}