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- //
- // Copyright (c) 2008-2017 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()
- {
- }
- 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::Define(const Matrix4& projection)
- {
- Matrix4 projInverse = projection.Inverse();
- vertices_[0] = projInverse * Vector3(1.0f, 1.0f, 0.0f);
- vertices_[1] = projInverse * Vector3(1.0f, -1.0f, 0.0f);
- vertices_[2] = projInverse * Vector3(-1.0f, -1.0f, 0.0f);
- vertices_[3] = projInverse * Vector3(-1.0f, 1.0f, 0.0f);
- vertices_[4] = projInverse * Vector3(1.0f, 1.0f, 1.0f);
- vertices_[5] = projInverse * Vector3(1.0f, -1.0f, 1.0f);
- vertices_[6] = projInverse * Vector3(-1.0f, -1.0f, 1.0f);
- vertices_[7] = projInverse * Vector3(-1.0f, 1.0f, 1.0f);
- 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::DefineSplit(const Matrix4& projection, float near, float far)
- {
- Matrix4 projInverse = projection.Inverse();
- // Figure out depth values for near & far
- Vector4 nearTemp = projection * Vector4(0.0f, 0.0f, near, 1.0f);
- Vector4 farTemp = projection * Vector4(0.0f, 0.0f, far, 1.0f);
- float nearZ = nearTemp.z_ / nearTemp.w_;
- float farZ = farTemp.z_ / farTemp.w_;
- vertices_[0] = projInverse * Vector3(1.0f, 1.0f, nearZ);
- vertices_[1] = projInverse * Vector3(1.0f, -1.0f, nearZ);
- vertices_[2] = projInverse * Vector3(-1.0f, -1.0f, nearZ);
- vertices_[3] = projInverse * Vector3(-1.0f, 1.0f, nearZ);
- vertices_[4] = projInverse * Vector3(1.0f, 1.0f, farZ);
- vertices_[5] = projInverse * Vector3(1.0f, -1.0f, farZ);
- vertices_[6] = projInverse * Vector3(-1.0f, -1.0f, farZ);
- vertices_[7] = projInverse * Vector3(-1.0f, 1.0f, farZ);
- UpdatePlanes();
- }
- 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_;
- }
- }
- }
- }
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