//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #ifndef _SCENECULLINGVOLUME_H_ #define _SCENECULLINGVOLUME_H_ #ifndef _MPLANESET_H_ #include "math/mPlaneSet.h" #endif /// A volume used to include or exclude space in a scene. /// /// Culling volumes are represented as sets of clipping planes. /// /// @note Culling is performed in world space so the plane data for culling volumes /// must be in world space too. class SceneCullingVolume { public: /// Type of culling. enum Type { Includer, Occluder, }; protected: /// What type of culling volume this is. Type mType; /// F32 mSortPoint; /// The set of clipping planes that defines the clipping volume for this culler. PlaneSetF mClippingPlanes; /// Test the given bounds against this culling volume. /// /// Note that we allow false positives here for includers. This will only cause an /// occasional object to be classified as intersecting when in fact it is outside. /// This is still better though than requiring the expensive intersection tests for /// all intersecting objects. /// /// @return True if the culling volume accepts the given bounds. template< typename B > bool _testBounds( const B& bounds ) const { if( isOccluder() ) return getPlanes().isContained( bounds ); else return ( getPlanes().testPotentialIntersection( bounds ) != GeometryOutside ); } public: /// Create an *uninitialized* culling volume. SceneCullingVolume() : mType(Includer), mSortPoint(1.f) {} /// SceneCullingVolume( Type type, const PlaneSetF& planes ) : mType( type ), mSortPoint( 1.f ), mClippingPlanes( planes ) {} /// Return the type of volume defined by this culling volume, i.e. whether it includes /// or excludes space. Type getType() const { return mType; } /// Return true if this is an inclusion volume. bool isIncluder() const { return ( getType() == Includer ); } /// Return true if this is an occlusion volume. bool isOccluder() const { return ( getType() == Occluder ); } /// Return the set of clipping planes that defines the culling volume. const PlaneSetF& getPlanes() const { return mClippingPlanes; } /// @name Sorting /// /// Before testing, culling volumes will be sorted by decreasing probability of causing /// test positives. Thus, the sort point of a volume should be a rough metric of the amount /// of scene/screen space it covers. /// /// Note that sort points for occluders are independent of sort points for includers. /// @{ /// Return the sort point value of the volume. The larger the value, the more likely the /// volume is to cause positive test results with bounding volumes. F32 getSortPoint() const { return mSortPoint; } /// void setSortPoint( F32 value ) { mSortPoint = value; } /// @} /// @name Testing /// @{ /// Return true if the volume accepts the given AABB. bool test( const Box3F& aabb ) const { return _testBounds( aabb ); } /// Return true if the volume accepts the given OBB. bool test( const OrientedBox3F& obb ) const { return _testBounds( obb ); } /// Return true if the volume accepts the given sphere. bool test( const SphereF& sphere ) const { return _testBounds( sphere ); } /// @} }; #endif // !_SCENECULLINGVOLUME_H_