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move extracting planes to camera header
* since it related to view frustum / camera it should be in thie header or separate header called frustum.h * update LICENSE to add authors of algorithm
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@@ -50,12 +50,14 @@
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float * __restrict farVal);
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CGLM_INLINE void glm_persp_decomp_far(mat4 proj, float * __restrict farVal);
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CGLM_INLINE void glm_persp_decomp_near(mat4 proj, float *__restrict nearVal);
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CGLM_INLINE void glm_extract_planes(mat4 m, vec4 dest[6]);
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*/
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#ifndef cglm_vcam_h
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#define cglm_vcam_h
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#include "common.h"
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#include "plane.h"
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/*!
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* @brief set up perspective peprojection matrix
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@@ -422,4 +424,45 @@ void
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glm_persp_decomp_near(mat4 proj, float * __restrict nearVal) {
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*nearVal = proj[3][2] / (proj[2][2] - 1);
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}
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/*!
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* @brief extracts view frustum planes
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*
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* planes' space:
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* 1- if m = proj: View Space
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* 2- if m = projView: World Space
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* 3- if m = MVP: Object Space
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*
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* You probably want to extract planes in world space so use projView as m
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* Computing projView:
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* glm_mat4_mul(proj, view, projView);
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*
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* Exracted planes order: [left, right, bottom, top, near, far]
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*
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* @param[in] m matrix (see brief)
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* @param[out] dest exracted view frustum planes (see brief)
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*/
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CGLM_INLINE
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void
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glm_extract_planes(mat4 m, vec4 dest[6]) {
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mat4 t;
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glm_mat4_transpose_to(m, t);
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glm_vec4_add(t[3], t[0], dest[0]); /* left */
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glm_vec4_sub(t[3], t[0], dest[1]); /* right */
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glm_vec4_add(t[3], t[1], dest[2]); /* bottom */
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glm_vec4_sub(t[3], t[1], dest[3]); /* top */
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glm_vec4_add(t[3], t[2], dest[4]); /* near */
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glm_vec4_sub(t[3], t[2], dest[5]); /* far */
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glm_plane_normalize(dest[0]);
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glm_plane_normalize(dest[1]);
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glm_plane_normalize(dest[2]);
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glm_plane_normalize(dest[3]);
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glm_plane_normalize(dest[4]);
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glm_plane_normalize(dest[5]);
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}
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#endif /* cglm_vcam_h */
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