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- //-----------------------------------------------------------------------------
- // 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_
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