Initial commit of Command & Conquer Renegade source code.

This commit is contained in:
LFeenanEA
2025-02-27 16:39:46 +00:00
parent 74ab8fa5e0
commit 58ed459113
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Code/WWMath/frustum.h Normal file
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/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
***********************************************************************************************
* *
* Project Name : WWMath *
* *
* $Archive:: /Commando/Code/wwmath/frustum.h $*
* *
* Author:: Greg Hjelstrom *
* *
* $Modtime:: 3/29/00 10:20a $*
* *
* $Revision:: 3 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef FRUSTUM_H
#define FRUSTUM_H
#include "vector3.h"
#include "plane.h"
class FrustumClass
{
public:
void Init( const Matrix3D & camera,
const Vector2 & viewport_min,
const Vector2 & viewport_max,
float znear,
float zfar );
const Vector3 & Get_Bound_Min(void) const { return BoundMin; }
const Vector3 & Get_Bound_Max(void) const { return BoundMax; }
public:
Matrix3D CameraTransform;
PlaneClass Planes[6];
Vector3 Corners[8];
Vector3 BoundMin;
Vector3 BoundMax;
};
#endif