viewing frustum volume detection

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dehseth
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viewing frustum volume detection

Post by dehseth »

i would like to test if a 3D box is fully visible on the screen on a custom camera.. umm I actually dunno where to look so... any body knows? :)
Last edited by dehseth on Sat Nov 13, 2010 7:31 pm, edited 1 time in total.
grumpymonkey
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Post by grumpymonkey »

more info please :?
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dehseth
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Post by dehseth »

i would like to test if a bounding box is fully inside frustum view volume...
vinjn
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Post by vinjn »

bool ISceneManager::isCulled(const ISceneNode* node);

1.this question should be posted in beginners help
2.never use a title like "hi guys" or "please help me".
dehseth
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Post by dehseth »

sorry I didn't notice I write "hi guys" to topic... I do not have a scenenode object, I got a aabbox (not a mesh). And is culled uses occlusion culling which I do not need. I am asking for a function that computes frustum volume and tests if bbox is fully inside (not only the corners of box).. so I guess there' no internal function in irrlicht, and I need to implement it by myself..

Sorry for topic, I was kinda sleepy when I opened this thread, I didnt notice..
vinjn
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Post by vinjn »

bool aabbox3d::isFullInside(const aabbox3d<T>& other) const

smgr->getActiveCamera()->getViewFrustum()->getBoundingBox();


does these two function help?
dehseth
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Post by dehseth »

hybrid
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Post by hybrid »

You can still edit your post, and change the title...
Moreover, as you can see from the code of a previous post, you can easily get access to the view frustum. And you can use all of its methods, including collision tests. Just check out that class.
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