// // Copyright (c) 2008-2015 the Urho3D project. // // 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. // #include "../Precompiled.h" #include "../Math/Frustum.h" #include "../DebugNew.h" namespace Atomic { inline Vector3 ClipEdgeZ(const Vector3& v0, const Vector3& v1, float clipZ) { return Vector3( v1.x_ + (v0.x_ - v1.x_) * ((clipZ - v1.z_) / (v0.z_ - v1.z_)), v1.y_ + (v0.y_ - v1.y_) * ((clipZ - v1.z_) / (v0.z_ - v1.z_)), clipZ ); } void ProjectAndMergeEdge(Vector3 v0, Vector3 v1, Rect& rect, const Matrix4& projection) { // Check if both vertices behind near plane if (v0.z_ < M_MIN_NEARCLIP && v1.z_ < M_MIN_NEARCLIP) return; // Check if need to clip one of the vertices if (v1.z_ < M_MIN_NEARCLIP) v1 = ClipEdgeZ(v1, v0, M_MIN_NEARCLIP); else if (v0.z_ < M_MIN_NEARCLIP) v0 = ClipEdgeZ(v0, v1, M_MIN_NEARCLIP); // Project, perspective divide and merge Vector3 tV0(projection * v0); Vector3 tV1(projection * v1); rect.Merge(Vector2(tV0.x_, tV0.y_)); rect.Merge(Vector2(tV1.x_, tV1.y_)); } Frustum::Frustum() { UpdatePlanes(); } Frustum::Frustum(const Frustum& frustum) { *this = frustum; } Frustum& Frustum::operator =(const Frustum& rhs) { for (unsigned i = 0; i < NUM_FRUSTUM_PLANES; ++i) planes_[i] = rhs.planes_[i]; for (unsigned i = 0; i < NUM_FRUSTUM_VERTICES; ++i) vertices_[i] = rhs.vertices_[i]; return *this; } void Frustum::Define(float fov, float aspectRatio, float zoom, float nearZ, float farZ, const Matrix3x4& transform) { nearZ = Max(nearZ, 0.0f); farZ = Max(farZ, nearZ); float halfViewSize = tanf(fov * M_DEGTORAD_2) / zoom; Vector3 near, far; near.z_ = nearZ; near.y_ = near.z_ * halfViewSize; near.x_ = near.y_ * aspectRatio; far.z_ = farZ; far.y_ = far.z_ * halfViewSize; far.x_ = far.y_ * aspectRatio; Define(near, far, transform); } void Frustum::Define(const Vector3& near, const Vector3& far, const Matrix3x4& transform) { vertices_[0] = transform * near; vertices_[1] = transform * Vector3(near.x_, -near.y_, near.z_); vertices_[2] = transform * Vector3(-near.x_, -near.y_, near.z_); vertices_[3] = transform * Vector3(-near.x_, near.y_, near.z_); vertices_[4] = transform * far; vertices_[5] = transform * Vector3(far.x_, -far.y_, far.z_); vertices_[6] = transform * Vector3(-far.x_, -far.y_, far.z_); vertices_[7] = transform * Vector3(-far.x_, far.y_, far.z_); UpdatePlanes(); } void Frustum::Define(const BoundingBox& box, const Matrix3x4& transform) { vertices_[0] = transform * Vector3(box.max_.x_, box.max_.y_, box.min_.z_); vertices_[1] = transform * Vector3(box.max_.x_, box.min_.y_, box.min_.z_); vertices_[2] = transform * Vector3(box.min_.x_, box.min_.y_, box.min_.z_); vertices_[3] = transform * Vector3(box.min_.x_, box.max_.y_, box.min_.z_); vertices_[4] = transform * Vector3(box.max_.x_, box.max_.y_, box.max_.z_); vertices_[5] = transform * Vector3(box.max_.x_, box.min_.y_, box.max_.z_); vertices_[6] = transform * Vector3(box.min_.x_, box.min_.y_, box.max_.z_); vertices_[7] = transform * Vector3(box.min_.x_, box.max_.y_, box.max_.z_); UpdatePlanes(); } void Frustum::DefineOrtho(float orthoSize, float aspectRatio, float zoom, float nearZ, float farZ, const Matrix3x4& transform) { nearZ = Max(nearZ, 0.0f); farZ = Max(farZ, nearZ); float halfViewSize = orthoSize * 0.5f / zoom; Vector3 near, far; near.z_ = nearZ; far.z_ = farZ; far.y_ = near.y_ = halfViewSize; far.x_ = near.x_ = near.y_ * aspectRatio; Define(near, far, transform); } void Frustum::Transform(const Matrix3& transform) { for (unsigned i = 0; i < NUM_FRUSTUM_VERTICES; ++i) vertices_[i] = transform * vertices_[i]; UpdatePlanes(); } void Frustum::Transform(const Matrix3x4& transform) { for (unsigned i = 0; i < NUM_FRUSTUM_VERTICES; ++i) vertices_[i] = transform * vertices_[i]; UpdatePlanes(); } Frustum Frustum::Transformed(const Matrix3& transform) const { Frustum transformed; for (unsigned i = 0; i < NUM_FRUSTUM_VERTICES; ++i) transformed.vertices_[i] = transform * vertices_[i]; transformed.UpdatePlanes(); return transformed; } Frustum Frustum::Transformed(const Matrix3x4& transform) const { Frustum transformed; for (unsigned i = 0; i < NUM_FRUSTUM_VERTICES; ++i) transformed.vertices_[i] = transform * vertices_[i]; transformed.UpdatePlanes(); return transformed; } Rect Frustum::Projected(const Matrix4& projection) const { Rect rect; ProjectAndMergeEdge(vertices_[0], vertices_[4], rect, projection); ProjectAndMergeEdge(vertices_[1], vertices_[5], rect, projection); ProjectAndMergeEdge(vertices_[2], vertices_[6], rect, projection); ProjectAndMergeEdge(vertices_[3], vertices_[7], rect, projection); ProjectAndMergeEdge(vertices_[4], vertices_[5], rect, projection); ProjectAndMergeEdge(vertices_[5], vertices_[6], rect, projection); ProjectAndMergeEdge(vertices_[6], vertices_[7], rect, projection); ProjectAndMergeEdge(vertices_[7], vertices_[4], rect, projection); return rect; } void Frustum::UpdatePlanes() { planes_[PLANE_NEAR].Define(vertices_[2], vertices_[1], vertices_[0]); planes_[PLANE_LEFT].Define(vertices_[3], vertices_[7], vertices_[6]); planes_[PLANE_RIGHT].Define(vertices_[1], vertices_[5], vertices_[4]); planes_[PLANE_UP].Define(vertices_[0], vertices_[4], vertices_[7]); planes_[PLANE_DOWN].Define(vertices_[6], vertices_[5], vertices_[1]); planes_[PLANE_FAR].Define(vertices_[5], vertices_[6], vertices_[7]); // Check if we ended up with inverted planes (reflected transform) and flip in that case if (planes_[PLANE_NEAR].Distance(vertices_[5]) < 0.0f) { for (unsigned i = 0; i < NUM_FRUSTUM_PLANES; ++i) { planes_[i].normal_ = -planes_[i].normal_; planes_[i].d_ = -planes_[i].d_; } } } }