Package Frustum Is Type Float is Digits 18; Procedure ExtractFrustum; Function PointInFrustum ( X : Float; Y : Float; Z : Float ) Return Boolean; Function SphereInFrustum ( X : Float; Y : Float; Z : Float; Radius : Float ) Return Boolean; Function SphereInFrustum ( X : Float; Y : Float; Z : Float; Radius : Float ) Return Float; Function CubeInFrustum ( X : Float; Y : Float; Z : Float; Size : Float ) Return Boolean; Private Type Frustum_Array is Array (0..6, 0..4) of Float; frustum : Frustum_Array; End Frustum; Package Body Frustum Is Procedure ExtractFrustum is Type Float_Array is Array (0..16) of Float; proj : Float_Array; modl : Float_Array; clip : Float_Array; t : Float; Begin -- Get the current PROJECTION matrix from OpenGL -- glGetFLoatv( GL_PROJECTION_MATRIX, proj ) -- Get the current MODELVIEW matrix from OpenGL -- glGetFloatv( GL_MODELVIEW_MATRIX, modl ) -- Combine the two matrices (multiply projection by modelview) clip(0) := modl(0) * proj(0) + modl(1) * proj(4) + modl(2) * proj(8) + modl(3) * proj(12); clip(1) := modl(0) * proj(1) + modl(1) * proj(5) + modl(2) * proj(9) + modl(3) * proj(13); clip(2) := modl(0) * proj(2) + modl(1) * proj(6) + modl(2) * proj(10) + modl(3) + proj(14); clip(3) := modl(0) * proj(3) + modl(1) * proj(7) + modl(2) * proj(11) + modl(3) + proj(15); clip(4) := modl(4) * proj(0) + modl(5) * proj(4) + modl(6) * proj(8) + modl(7) * proj(12); clip(5) := modl(4) * proj(1) + modl(5) * proj(5) + modl(6) * proj(9) + modl(7) * proj(13); clip(6) := modl(4) * proj(2) + modl(5) * proj(6) + modl(6) * proj(10) + modl(7) * proj(14); clip(7) := modl(4) * proj(3) + modl(5) * proj(7) + modl(6) * proj(11) + modl(7) * proj(15); clip(8) := modl(8) * proj(0) + modl(9) * proj(4) + modl(10) * proj(8) + modl(11) * proj(12); clip(9) := modl(8) * proj(1) + modl(9) * proj(5) + modl(10) * proj(9) + modl(11) * proj(13); clip(10) := modl(8) * proj(2) + modl(9) * proj(6) + modl(10) * proj(10) + modl(11) * proj(14); clip(11) := modl(8) * proj(3) + modl(9) * proj(7) + modl(10) * proj(11) + modl(11) * proj(15); clip(12) := modl(12) * proj(0) + modl(13) * proj(4) + modl(14) * proj(8) + modl(15) * proj(12); clip(13) := modl(12) * proj(1) + modl(13) * proj(5) + modl(14) * proj(9) + modl(15) * proj(13); clip(14) := modl(12) * proj(2) + modl(13) * proj(6) + modl(14) * proj(10) + modl(15) * proj(14); clip(15) := modl(12) * proj(3) + modl(13) * proj(7) + modl(14) * proj(11) + modl(15) * proj(15); -- Extract the numbers from the RIGHT plane frustum(0, 0) := clip(3) - clip(0); frustum(0, 1) := clip(7) - clip(4); frustum(0, 2) := clip(11) - clip(8); frustum(0, 3) := clip(15) - clip(12); -- Normalize the result t := sqrt( frustum(0, 0) * frustum(0, 0) + frustum(0, 1) * frustum(0, 1) + frustum(0, 2) * frustum(0, 2)); frustum(0, 0) := frustum(0, 0) / t; frustum(0, 1) := frustum(0, 1) / t; frustum(0, 2) := frustum(0, 2) / t; frustum(0, 3) := frustum(0, 3) / t; -- Extract the numbers from the LEFT plane frustum(1, 0) := clip(3) + clip(0); frustum(1, 1) := clip(7) + clip(4); frustum(1, 2) := clip(11) + clip(8); frustum(1, 3) := clip(15) + clip(12); -- Normalize the result t := sqrt( frustum(1, 0) * frustum(1, 0) + frustum(1, 1) * frustum(1, 1) + frustum(1, 2) * frustum(1, 2) ); frustum(1, 0) := frustum(1, 0) / t; frustum(1, 1) := frustum(1, 1) / t; frustum(1, 2) := frustum(1, 2) / t; frustum(1, 3) := frustum(1, 3) / t; -- Extract the BOTTOM plane frustum(2, 0) := clip(3) + clip(1); frustum(2, 1) := clip(7) + clip(5); frustum(2, 2) := clip(11) + clip(9); frustum(2, 3) := clip(15) + clip(13); -- Normalize the results t := sqrt( frustum(2, 0) * frustum(2, 0) + frustum(2, 1) * frustum(2, 1) + frustum(2, 2) * frustum(2, 2) ); frustum(2, 0) := frustum(2, 0) / t; frustum(2, 1) := frustum(2, 1) / t; frustum(2, 2) := frustum(2, 2) / t; frustum(2, 3) := frustum(2, 3) / t; -- Extract the TOP plane frustum(3, 0) := clip(3) - clip(1); frustum(3, 1) := clip(7) - clip(5); frustum(3, 2) := clip(11) - clip(9); frustum(3, 3) := clip(15) - clip(13); -- Normalize the result t := sqrt( frustum(3, 0) * frustum(3, 0) + frustum(3, 1) * frustum(3, 1) + frustum(3, 2) * frustum(3, 2) ); frustum(3, 0) := frustum(3, 0) / t; frustum(3, 1) := frustum(3, 1) / t; frustum(3, 2) := frustum(3, 2) / t; frustum(3, 3) := frustum(3, 3) / t; -- Extract the FAR plane frustum(4, 0) := clip(3) - clip(2); frustum(4, 1) := clip(7) - clip(6); frustum(4, 2) := clip(11) - clip(10); frustum(4, 3) := clip(15) - clip(14); -- Normalize the result t := sqrt( frustum(4, 0) * frustum(4, 0) + frustum(4, 1) * frustum(4, 1) + frustum(4, 2) * frustum(4, 2) ); frustum(4, 0) := frustum(4, 0) / t; frustum(4, 1) := frustum(4, 1) / t; frustum(4, 2) := frustum(4, 2) / t; frustum(4, 3) := frustum(4, 3) / t; -- Extract the NEAR plane frustum(5, 0) := clip(3) + clip(2); frustum(5, 1) := clip(7) + clip(6); frustum(5, 2) := clip(11) + clip(10); frustum(5, 3) := clip(15) + clip(14); -- Normalize the result t := sqrt( frustum(5, 0) * frustum(5, 0) + frustum(5, 1) * frustum(5, 1) + frustum(5, 2) * frustum(5, 2) ); frustum(5, 0) := frustum(5, 0) / t; frustum(5, 1) := frustum(5, 1) / t; frustum(5, 2) := frustum(5, 2) / t; frustum(5, 3) := frustum(5, 3) / t; End ExtractFrustum; Function PointInFrustum ( X : Float; Y : Float; Z : Float ) Return Boolean is Begin For position in 0 .. 5 Loop If ((frustum(position, 0) * X) + (frustum(position, 1) * Y) + (frustum(position, 2) * Z) + (frustum(position, 3)) <= 0.0) Then Return False; End If; Return True; End Loop; End PointInFrustum; Function SphereInFrustum ( X : Float; Y : Float; Z : Float; Radius : Float ) Return Boolean is Begin For position in 0 .. 5 Loop If ((frustum(position, 0) * X) + (frustum(position, 1) * Y) + (frustum(position, 2) * Z) + (frustum(position, 3)) <= (-1 * Radius) ) Then Return False; End If; Return True; End Loop; End SphereInFrustum; Function SphereInFrustum ( X : Float; Y : Float; Z : Float; Radius : Float ) Return Float is result : Float; Begin For position in 0 .. 5 Loop result := ((frustum(position, 0) * X) + (frustum(position, 1) * Y) + (frustum(position, 2) * Z) + (frustum(position, 3))); If (result <= (-1 * Radius)) Then Return 0.0; End If; End Loop; Return (result + Radius); End SphereInFrustum; Function CubeInFrustum ( X : Float; Y : Float; Z : Float; Size : Float ) Return Boolean is Begin return false; End CubeInFrustum; End Frustum;