Frustum.cpp 8.6 KB

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  1. //
  2. // Copyright (c) 2008-2017 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. }
  54. Frustum::Frustum(const Frustum& frustum)
  55. {
  56. *this = frustum;
  57. }
  58. Frustum& Frustum::operator =(const Frustum& rhs)
  59. {
  60. for (unsigned i = 0; i < NUM_FRUSTUM_PLANES; ++i)
  61. planes_[i] = rhs.planes_[i];
  62. for (unsigned i = 0; i < NUM_FRUSTUM_VERTICES; ++i)
  63. vertices_[i] = rhs.vertices_[i];
  64. return *this;
  65. }
  66. void Frustum::Define(float fov, float aspectRatio, float zoom, float nearZ, float farZ, const Matrix3x4& transform)
  67. {
  68. nearZ = Max(nearZ, 0.0f);
  69. farZ = Max(farZ, nearZ);
  70. float halfViewSize = tanf(fov * M_DEGTORAD_2) / zoom;
  71. Vector3 near, far;
  72. near.z_ = nearZ;
  73. near.y_ = near.z_ * halfViewSize;
  74. near.x_ = near.y_ * aspectRatio;
  75. far.z_ = farZ;
  76. far.y_ = far.z_ * halfViewSize;
  77. far.x_ = far.y_ * aspectRatio;
  78. Define(near, far, transform);
  79. }
  80. void Frustum::Define(const Vector3& near, const Vector3& far, const Matrix3x4& transform)
  81. {
  82. vertices_[0] = transform * near;
  83. vertices_[1] = transform * Vector3(near.x_, -near.y_, near.z_);
  84. vertices_[2] = transform * Vector3(-near.x_, -near.y_, near.z_);
  85. vertices_[3] = transform * Vector3(-near.x_, near.y_, near.z_);
  86. vertices_[4] = transform * far;
  87. vertices_[5] = transform * Vector3(far.x_, -far.y_, far.z_);
  88. vertices_[6] = transform * Vector3(-far.x_, -far.y_, far.z_);
  89. vertices_[7] = transform * Vector3(-far.x_, far.y_, far.z_);
  90. UpdatePlanes();
  91. }
  92. void Frustum::Define(const BoundingBox& box, const Matrix3x4& transform)
  93. {
  94. vertices_[0] = transform * Vector3(box.max_.x_, box.max_.y_, box.min_.z_);
  95. vertices_[1] = transform * Vector3(box.max_.x_, box.min_.y_, box.min_.z_);
  96. vertices_[2] = transform * Vector3(box.min_.x_, box.min_.y_, box.min_.z_);
  97. vertices_[3] = transform * Vector3(box.min_.x_, box.max_.y_, box.min_.z_);
  98. vertices_[4] = transform * Vector3(box.max_.x_, box.max_.y_, box.max_.z_);
  99. vertices_[5] = transform * Vector3(box.max_.x_, box.min_.y_, box.max_.z_);
  100. vertices_[6] = transform * Vector3(box.min_.x_, box.min_.y_, box.max_.z_);
  101. vertices_[7] = transform * Vector3(box.min_.x_, box.max_.y_, box.max_.z_);
  102. UpdatePlanes();
  103. }
  104. void Frustum::Define(const Matrix4& projection)
  105. {
  106. Matrix4 projInverse = projection.Inverse();
  107. vertices_[0] = projInverse * Vector3(1.0f, 1.0f, 0.0f);
  108. vertices_[1] = projInverse * Vector3(1.0f, -1.0f, 0.0f);
  109. vertices_[2] = projInverse * Vector3(-1.0f, -1.0f, 0.0f);
  110. vertices_[3] = projInverse * Vector3(-1.0f, 1.0f, 0.0f);
  111. vertices_[4] = projInverse * Vector3(1.0f, 1.0f, 1.0f);
  112. vertices_[5] = projInverse * Vector3(1.0f, -1.0f, 1.0f);
  113. vertices_[6] = projInverse * Vector3(-1.0f, -1.0f, 1.0f);
  114. vertices_[7] = projInverse * Vector3(-1.0f, 1.0f, 1.0f);
  115. UpdatePlanes();
  116. }
  117. void Frustum::DefineOrtho(float orthoSize, float aspectRatio, float zoom, float nearZ, float farZ, const Matrix3x4& transform)
  118. {
  119. nearZ = Max(nearZ, 0.0f);
  120. farZ = Max(farZ, nearZ);
  121. float halfViewSize = orthoSize * 0.5f / zoom;
  122. Vector3 near, far;
  123. near.z_ = nearZ;
  124. far.z_ = farZ;
  125. far.y_ = near.y_ = halfViewSize;
  126. far.x_ = near.x_ = near.y_ * aspectRatio;
  127. Define(near, far, transform);
  128. }
  129. void Frustum::DefineSplit(const Matrix4& projection, float near, float far)
  130. {
  131. Matrix4 projInverse = projection.Inverse();
  132. // Figure out depth values for near & far
  133. Vector4 nearTemp = projection * Vector4(0.0f, 0.0f, near, 1.0f);
  134. Vector4 farTemp = projection * Vector4(0.0f, 0.0f, far, 1.0f);
  135. float nearZ = nearTemp.z_ / nearTemp.w_;
  136. float farZ = farTemp.z_ / farTemp.w_;
  137. vertices_[0] = projInverse * Vector3(1.0f, 1.0f, nearZ);
  138. vertices_[1] = projInverse * Vector3(1.0f, -1.0f, nearZ);
  139. vertices_[2] = projInverse * Vector3(-1.0f, -1.0f, nearZ);
  140. vertices_[3] = projInverse * Vector3(-1.0f, 1.0f, nearZ);
  141. vertices_[4] = projInverse * Vector3(1.0f, 1.0f, farZ);
  142. vertices_[5] = projInverse * Vector3(1.0f, -1.0f, farZ);
  143. vertices_[6] = projInverse * Vector3(-1.0f, -1.0f, farZ);
  144. vertices_[7] = projInverse * Vector3(-1.0f, 1.0f, farZ);
  145. UpdatePlanes();
  146. }
  147. void Frustum::Transform(const Matrix3& transform)
  148. {
  149. for (unsigned i = 0; i < NUM_FRUSTUM_VERTICES; ++i)
  150. vertices_[i] = transform * vertices_[i];
  151. UpdatePlanes();
  152. }
  153. void Frustum::Transform(const Matrix3x4& transform)
  154. {
  155. for (unsigned i = 0; i < NUM_FRUSTUM_VERTICES; ++i)
  156. vertices_[i] = transform * vertices_[i];
  157. UpdatePlanes();
  158. }
  159. Frustum Frustum::Transformed(const Matrix3& transform) const
  160. {
  161. Frustum transformed;
  162. for (unsigned i = 0; i < NUM_FRUSTUM_VERTICES; ++i)
  163. transformed.vertices_[i] = transform * vertices_[i];
  164. transformed.UpdatePlanes();
  165. return transformed;
  166. }
  167. Frustum Frustum::Transformed(const Matrix3x4& transform) const
  168. {
  169. Frustum transformed;
  170. for (unsigned i = 0; i < NUM_FRUSTUM_VERTICES; ++i)
  171. transformed.vertices_[i] = transform * vertices_[i];
  172. transformed.UpdatePlanes();
  173. return transformed;
  174. }
  175. Rect Frustum::Projected(const Matrix4& projection) const
  176. {
  177. Rect rect;
  178. ProjectAndMergeEdge(vertices_[0], vertices_[4], rect, projection);
  179. ProjectAndMergeEdge(vertices_[1], vertices_[5], rect, projection);
  180. ProjectAndMergeEdge(vertices_[2], vertices_[6], rect, projection);
  181. ProjectAndMergeEdge(vertices_[3], vertices_[7], rect, projection);
  182. ProjectAndMergeEdge(vertices_[4], vertices_[5], rect, projection);
  183. ProjectAndMergeEdge(vertices_[5], vertices_[6], rect, projection);
  184. ProjectAndMergeEdge(vertices_[6], vertices_[7], rect, projection);
  185. ProjectAndMergeEdge(vertices_[7], vertices_[4], rect, projection);
  186. return rect;
  187. }
  188. void Frustum::UpdatePlanes()
  189. {
  190. planes_[PLANE_NEAR].Define(vertices_[2], vertices_[1], vertices_[0]);
  191. planes_[PLANE_LEFT].Define(vertices_[3], vertices_[7], vertices_[6]);
  192. planes_[PLANE_RIGHT].Define(vertices_[1], vertices_[5], vertices_[4]);
  193. planes_[PLANE_UP].Define(vertices_[0], vertices_[4], vertices_[7]);
  194. planes_[PLANE_DOWN].Define(vertices_[6], vertices_[5], vertices_[1]);
  195. planes_[PLANE_FAR].Define(vertices_[5], vertices_[6], vertices_[7]);
  196. // Check if we ended up with inverted planes (reflected transform) and flip in that case
  197. if (planes_[PLANE_NEAR].Distance(vertices_[5]) < 0.0f)
  198. {
  199. for (unsigned i = 0; i < NUM_FRUSTUM_PLANES; ++i)
  200. {
  201. planes_[i].normal_ = -planes_[i].normal_;
  202. planes_[i].d_ = -planes_[i].d_;
  203. }
  204. }
  205. }
  206. }