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Utilities.cpp
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Utilities.cpp
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#include "Utilities.h"
void Util::ExtractFrustumPlanes(XMFLOAT4 planes[6], XMFLOAT4X4 matrix)
{
//
// Left
//
planes[0].x = matrix(0, 3) + matrix(0, 0);
planes[0].y = matrix(1, 3) + matrix(1, 0);
planes[0].z = matrix(2, 3) + matrix(2, 0);
planes[0].w = matrix(3, 3) + matrix(3, 0);
//
// Right
//
planes[1].x = matrix(0, 3) - matrix(0, 0);
planes[1].y = matrix(1, 3) - matrix(1, 0);
planes[1].z = matrix(2, 3) - matrix(2, 0);
planes[1].w = matrix(3, 3) - matrix(3, 0);
//
// Bottom
//
planes[2].x = matrix(0, 3) + matrix(0, 1);
planes[2].y = matrix(1, 3) + matrix(1, 1);
planes[2].z = matrix(2, 3) + matrix(2, 1);
planes[2].w = matrix(3, 3) + matrix(3, 1);
//
// Top
//
planes[3].x = matrix(0, 3) - matrix(0, 1);
planes[3].y = matrix(1, 3) - matrix(1, 1);
planes[3].z = matrix(2, 3) - matrix(2, 1);
planes[3].w = matrix(3, 3) - matrix(3, 1);
//
// Near
//
planes[4].x = matrix(0, 2);
planes[4].y = matrix(1, 2);
planes[4].z = matrix(2, 2);
planes[4].w = matrix(3, 2);
//
// Far
//
planes[5].x = matrix(0, 3) - matrix(0, 2);
planes[5].y = matrix(1, 3) - matrix(1, 2);
planes[5].z = matrix(2, 3) - matrix(2, 2);
planes[5].w = matrix(3, 3) - matrix(3, 2);
// Normalize the plane equations.
for (int i = 0; i < 6; ++i)
{
XMVECTOR v = XMPlaneNormalize(XMLoadFloat4(&planes[i]));
XMStoreFloat4(&planes[i], v);
}
}