Frustum.cpp 7.1 KB

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  1. //
  2. // Copyright (c) 2008-2015 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include "../Precompiled.h"
  23. #include "../Math/Frustum.h"
  24. #include "../DebugNew.h"
  25. namespace Atomic
  26. {
  27. inline Vector3 ClipEdgeZ(const Vector3& v0, const Vector3& v1, float clipZ)
  28. {
  29. return Vector3(
  30. v1.x_ + (v0.x_ - v1.x_) * ((clipZ - v1.z_) / (v0.z_ - v1.z_)),
  31. v1.y_ + (v0.y_ - v1.y_) * ((clipZ - v1.z_) / (v0.z_ - v1.z_)),
  32. clipZ
  33. );
  34. }
  35. void ProjectAndMergeEdge(Vector3 v0, Vector3 v1, Rect& rect, const Matrix4& projection)
  36. {
  37. // Check if both vertices behind near plane
  38. if (v0.z_ < M_MIN_NEARCLIP && v1.z_ < M_MIN_NEARCLIP)
  39. return;
  40. // Check if need to clip one of the vertices
  41. if (v1.z_ < M_MIN_NEARCLIP)
  42. v1 = ClipEdgeZ(v1, v0, M_MIN_NEARCLIP);
  43. else if (v0.z_ < M_MIN_NEARCLIP)
  44. v0 = ClipEdgeZ(v0, v1, M_MIN_NEARCLIP);
  45. // Project, perspective divide and merge
  46. Vector3 tV0(projection * v0);
  47. Vector3 tV1(projection * v1);
  48. rect.Merge(Vector2(tV0.x_, tV0.y_));
  49. rect.Merge(Vector2(tV1.x_, tV1.y_));
  50. }
  51. Frustum::Frustum()
  52. {
  53. UpdatePlanes();
  54. }
  55. Frustum::Frustum(const Frustum& frustum)
  56. {
  57. *this = frustum;
  58. }
  59. Frustum& Frustum::operator =(const Frustum& rhs)
  60. {
  61. for (unsigned i = 0; i < NUM_FRUSTUM_PLANES; ++i)
  62. planes_[i] = rhs.planes_[i];
  63. for (unsigned i = 0; i < NUM_FRUSTUM_VERTICES; ++i)
  64. vertices_[i] = rhs.vertices_[i];
  65. return *this;
  66. }
  67. void Frustum::Define(float fov, float aspectRatio, float zoom, float nearZ, float farZ, const Matrix3x4& transform)
  68. {
  69. nearZ = Max(nearZ, 0.0f);
  70. farZ = Max(farZ, nearZ);
  71. float halfViewSize = tanf(fov * M_DEGTORAD_2) / zoom;
  72. Vector3 near, far;
  73. near.z_ = nearZ;
  74. near.y_ = near.z_ * halfViewSize;
  75. near.x_ = near.y_ * aspectRatio;
  76. far.z_ = farZ;
  77. far.y_ = far.z_ * halfViewSize;
  78. far.x_ = far.y_ * aspectRatio;
  79. Define(near, far, transform);
  80. }
  81. void Frustum::Define(const Vector3& near, const Vector3& far, const Matrix3x4& transform)
  82. {
  83. vertices_[0] = transform * near;
  84. vertices_[1] = transform * Vector3(near.x_, -near.y_, near.z_);
  85. vertices_[2] = transform * Vector3(-near.x_, -near.y_, near.z_);
  86. vertices_[3] = transform * Vector3(-near.x_, near.y_, near.z_);
  87. vertices_[4] = transform * far;
  88. vertices_[5] = transform * Vector3(far.x_, -far.y_, far.z_);
  89. vertices_[6] = transform * Vector3(-far.x_, -far.y_, far.z_);
  90. vertices_[7] = transform * Vector3(-far.x_, far.y_, far.z_);
  91. UpdatePlanes();
  92. }
  93. void Frustum::Define(const BoundingBox& box, const Matrix3x4& transform)
  94. {
  95. vertices_[0] = transform * Vector3(box.max_.x_, box.max_.y_, box.min_.z_);
  96. vertices_[1] = transform * Vector3(box.max_.x_, box.min_.y_, box.min_.z_);
  97. vertices_[2] = transform * Vector3(box.min_.x_, box.min_.y_, box.min_.z_);
  98. vertices_[3] = transform * Vector3(box.min_.x_, box.max_.y_, box.min_.z_);
  99. vertices_[4] = transform * Vector3(box.max_.x_, box.max_.y_, box.max_.z_);
  100. vertices_[5] = transform * Vector3(box.max_.x_, box.min_.y_, box.max_.z_);
  101. vertices_[6] = transform * Vector3(box.min_.x_, box.min_.y_, box.max_.z_);
  102. vertices_[7] = transform * Vector3(box.min_.x_, box.max_.y_, box.max_.z_);
  103. UpdatePlanes();
  104. }
  105. void Frustum::DefineOrtho(float orthoSize, float aspectRatio, float zoom, float nearZ, float farZ, const Matrix3x4& transform)
  106. {
  107. nearZ = Max(nearZ, 0.0f);
  108. farZ = Max(farZ, nearZ);
  109. float halfViewSize = orthoSize * 0.5f / zoom;
  110. Vector3 near, far;
  111. near.z_ = nearZ;
  112. far.z_ = farZ;
  113. far.y_ = near.y_ = halfViewSize;
  114. far.x_ = near.x_ = near.y_ * aspectRatio;
  115. Define(near, far, transform);
  116. }
  117. void Frustum::Transform(const Matrix3& transform)
  118. {
  119. for (unsigned i = 0; i < NUM_FRUSTUM_VERTICES; ++i)
  120. vertices_[i] = transform * vertices_[i];
  121. UpdatePlanes();
  122. }
  123. void Frustum::Transform(const Matrix3x4& transform)
  124. {
  125. for (unsigned i = 0; i < NUM_FRUSTUM_VERTICES; ++i)
  126. vertices_[i] = transform * vertices_[i];
  127. UpdatePlanes();
  128. }
  129. Frustum Frustum::Transformed(const Matrix3& transform) const
  130. {
  131. Frustum transformed;
  132. for (unsigned i = 0; i < NUM_FRUSTUM_VERTICES; ++i)
  133. transformed.vertices_[i] = transform * vertices_[i];
  134. transformed.UpdatePlanes();
  135. return transformed;
  136. }
  137. Frustum Frustum::Transformed(const Matrix3x4& transform) const
  138. {
  139. Frustum transformed;
  140. for (unsigned i = 0; i < NUM_FRUSTUM_VERTICES; ++i)
  141. transformed.vertices_[i] = transform * vertices_[i];
  142. transformed.UpdatePlanes();
  143. return transformed;
  144. }
  145. Rect Frustum::Projected(const Matrix4& projection) const
  146. {
  147. Rect rect;
  148. ProjectAndMergeEdge(vertices_[0], vertices_[4], rect, projection);
  149. ProjectAndMergeEdge(vertices_[1], vertices_[5], rect, projection);
  150. ProjectAndMergeEdge(vertices_[2], vertices_[6], rect, projection);
  151. ProjectAndMergeEdge(vertices_[3], vertices_[7], rect, projection);
  152. ProjectAndMergeEdge(vertices_[4], vertices_[5], rect, projection);
  153. ProjectAndMergeEdge(vertices_[5], vertices_[6], rect, projection);
  154. ProjectAndMergeEdge(vertices_[6], vertices_[7], rect, projection);
  155. ProjectAndMergeEdge(vertices_[7], vertices_[4], rect, projection);
  156. return rect;
  157. }
  158. void Frustum::UpdatePlanes()
  159. {
  160. planes_[PLANE_NEAR].Define(vertices_[2], vertices_[1], vertices_[0]);
  161. planes_[PLANE_LEFT].Define(vertices_[3], vertices_[7], vertices_[6]);
  162. planes_[PLANE_RIGHT].Define(vertices_[1], vertices_[5], vertices_[4]);
  163. planes_[PLANE_UP].Define(vertices_[0], vertices_[4], vertices_[7]);
  164. planes_[PLANE_DOWN].Define(vertices_[6], vertices_[5], vertices_[1]);
  165. planes_[PLANE_FAR].Define(vertices_[5], vertices_[6], vertices_[7]);
  166. // Check if we ended up with inverted planes (reflected transform) and flip in that case
  167. if (planes_[PLANE_NEAR].Distance(vertices_[5]) < 0.0f)
  168. {
  169. for (unsigned i = 0; i < NUM_FRUSTUM_PLANES; ++i)
  170. {
  171. planes_[i].normal_ = -planes_[i].normal_;
  172. planes_[i].d_ = -planes_[i].d_;
  173. }
  174. }
  175. }
  176. }