示例#1
0
Frustum Light::WorldFrustum() const
{
    const Matrix3x4& transform = WorldTransform();
    Matrix3x4 frustumTransform(transform.Translation(), transform.Rotation(), 1.0f);
    Frustum ret;
    ret.Define(fov, 1.0f, 1.0f, 0.0f, range, frustumTransform);
    return ret;
}
示例#2
0
Frustum Light::GetFrustum() const
{
    // Note: frustum is unaffected by node or parent scale
    Matrix3x4 frustumTransform(node_ ? Matrix3x4(node_->GetWorldPosition(), node_->GetWorldRotation(), 1.0f) :
        Matrix3x4::IDENTITY);
    Frustum ret;
    ret.Define(fov_, aspectRatio_, 1.0f, M_MIN_NEARCLIP, range_, frustumTransform);
    return ret;
}