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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.
- //
- #pragma once
- #include "../Math/BoundingBox.h"
- #include "../Math/Matrix3x4.h"
- #include "../Math/Plane.h"
- #include "../Math/Rect.h"
- #include "../Math/Sphere.h"
- namespace Atomic
- {
- /// Frustum planes.
- enum FrustumPlane
- {
- PLANE_NEAR = 0,
- PLANE_LEFT,
- PLANE_RIGHT,
- PLANE_UP,
- PLANE_DOWN,
- PLANE_FAR,
- };
- static const unsigned NUM_FRUSTUM_PLANES = 6;
- static const unsigned NUM_FRUSTUM_VERTICES = 8;
- /// Convex constructed of 6 planes.
- class ATOMIC_API Frustum
- {
- public:
- /// Construct a degenerate frustum with all points at origin.
- Frustum();
- /// Copy-construct from another frustum.
- Frustum(const Frustum& frustum);
- /// Assign from another frustum.
- Frustum& operator =(const Frustum& rhs);
- /// Define with projection parameters and a transform matrix.
- void
- Define(float fov, float aspectRatio, float zoom, float nearZ, float farZ, const Matrix3x4& transform = Matrix3x4::IDENTITY);
- /// Define with near and far dimension vectors and a transform matrix.
- void Define(const Vector3& near, const Vector3& far, const Matrix3x4& transform = Matrix3x4::IDENTITY);
- /// Define with a bounding box and a transform matrix.
- void Define(const BoundingBox& box, const Matrix3x4& transform = Matrix3x4::IDENTITY);
- /// Define from a projection or view-projection matrix.
- void Define(const Matrix4& projection);
- /// Define with orthographic projection parameters and a transform matrix.
- void DefineOrtho
- (float orthoSize, float aspectRatio, float zoom, float nearZ, float farZ, const Matrix3x4& transform = Matrix3x4::IDENTITY);
- /// Define a split (limited) frustum from a projection matrix, with near & far distances specified.
- void DefineSplit(const Matrix4& projection, float near, float far);
- /// Transform by a 3x3 matrix.
- void Transform(const Matrix3& transform);
- /// Transform by a 3x4 matrix.
- void Transform(const Matrix3x4& transform);
- /// Test if a point is inside or outside.
- Intersection IsInside(const Vector3& point) const
- {
- for (unsigned i = 0; i < NUM_FRUSTUM_PLANES; ++i)
- {
- if (planes_[i].Distance(point) < 0.0f)
- return OUTSIDE;
- }
- return INSIDE;
- }
- /// Test if a sphere is inside, outside or intersects.
- Intersection IsInside(const Sphere& sphere) const
- {
- bool allInside = true;
- for (unsigned i = 0; i < NUM_FRUSTUM_PLANES; ++i)
- {
- float dist = planes_[i].Distance(sphere.center_);
- if (dist < -sphere.radius_)
- return OUTSIDE;
- else if (dist < sphere.radius_)
- allInside = false;
- }
- return allInside ? INSIDE : INTERSECTS;
- }
- /// Test if a sphere if (partially) inside or outside.
- Intersection IsInsideFast(const Sphere& sphere) const
- {
- for (unsigned i = 0; i < NUM_FRUSTUM_PLANES; ++i)
- {
- if (planes_[i].Distance(sphere.center_) < -sphere.radius_)
- return OUTSIDE;
- }
- return INSIDE;
- }
- /// Test if a bounding box is inside, outside or intersects.
- Intersection IsInside(const BoundingBox& box) const
- {
- Vector3 center = box.Center();
- Vector3 edge = center - box.min_;
- bool allInside = true;
- for (unsigned i = 0; i < NUM_FRUSTUM_PLANES; ++i)
- {
- const Plane& plane = planes_[i];
- float dist = plane.normal_.DotProduct(center) + plane.d_;
- float absDist = plane.absNormal_.DotProduct(edge);
- if (dist < -absDist)
- return OUTSIDE;
- else if (dist < absDist)
- allInside = false;
- }
- return allInside ? INSIDE : INTERSECTS;
- }
- /// Test if a bounding box is (partially) inside or outside.
- Intersection IsInsideFast(const BoundingBox& box) const
- {
- Vector3 center = box.Center();
- Vector3 edge = center - box.min_;
- for (unsigned i = 0; i < NUM_FRUSTUM_PLANES; ++i)
- {
- const Plane& plane = planes_[i];
- float dist = plane.normal_.DotProduct(center) + plane.d_;
- float absDist = plane.absNormal_.DotProduct(edge);
- if (dist < -absDist)
- return OUTSIDE;
- }
- return INSIDE;
- }
- /// Return distance of a point to the frustum, or 0 if inside.
- float Distance(const Vector3& point) const
- {
- float distance = 0.0f;
- for (unsigned i = 0; i < NUM_FRUSTUM_PLANES; ++i)
- distance = Max(-planes_[i].Distance(point), distance);
- return distance;
- }
- /// Return transformed by a 3x3 matrix.
- Frustum Transformed(const Matrix3& transform) const;
- /// Return transformed by a 3x4 matrix.
- Frustum Transformed(const Matrix3x4& transform) const;
- /// Return projected by a 4x4 projection matrix.
- Rect Projected(const Matrix4& transform) const;
- /// Update the planes. Called internally.
- void UpdatePlanes();
- /// Frustum planes.
- Plane planes_[NUM_FRUSTUM_PLANES];
- /// Frustum vertices.
- Vector3 vertices_[NUM_FRUSTUM_VERTICES];
- // ATOMIC BEGIN
- /// Construct from a float array for bindings
- explicit Frustum(const float* data)
- {
- // unpack planes
- for (unsigned i = 0; i < NUM_FRUSTUM_PLANES; ++i)
- {
- planes_[i].normal_ = Vector3(data);
- data += 3;
- planes_[i].absNormal_ = Vector3(data);
- data += 3;
- planes_[i].d_ = *data;
- data++;
- }
- // unpack vertices
- for (unsigned i = 0; i < NUM_FRUSTUM_VERTICES; ++i)
- {
- vertices_[i] = Vector3(data);
- data += 3;
- }
- }
- /// Return float data for bindings
- const float* Data() const { return (float*) &planes_; }
- // ATOMIC END
- };
- }
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