/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org Copyright (c) 2000-2011 Torus Knot Software Ltd 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 "OgreFrustum.h" #include "OgreMath.h" #include "OgreMatrix3.h" #include "OgreSphere.h" #include "OgreException.h" #include "OgreHardwareBufferManager.h" #include "OgreHardwareVertexBuffer.h" #include "OgreHardwareIndexBuffer.h" #include "OgreRenderSystem.h" #include "CmRenderSystemManager.h" namespace Ogre { String Frustum::msMovableType = "Frustum"; const Real Frustum::INFINITE_FAR_PLANE_ADJUST = 0.00001f; //----------------------------------------------------------------------- Frustum::Frustum(const String& name) : mProjType(PT_PERSPECTIVE), mFOVy(Radian(Math::PI/4.0f)), mFarDist(100000.0f), mNearDist(100.0f), mAspect(1.33333333333333f), mOrthoHeight(1000), mFrustumOffset(Vector2::ZERO), mFocalLength(1.0f), mLastParentOrientation(Quaternion::IDENTITY), mLastParentPosition(Vector3::ZERO), mRecalcFrustum(true), mRecalcView(true), mRecalcFrustumPlanes(true), mRecalcWorldSpaceCorners(true), mRecalcVertexData(true), mCustomViewMatrix(false), mCustomProjMatrix(false), mFrustumExtentsManuallySet(false), mOrientationMode(OR_DEGREE_0), mReflect(false), mLinkedReflectPlane(0), mObliqueDepthProjection(false), mLinkedObliqueProjPlane(0) { mLastLinkedReflectionPlane.normal = Vector3::ZERO; mLastLinkedObliqueProjPlane.normal = Vector3::ZERO; updateView(); updateFrustum(); } //----------------------------------------------------------------------- Frustum::~Frustum() { // Do nothing } //----------------------------------------------------------------------- void Frustum::setFOVy(const Radian& fov) { mFOVy = fov; invalidateFrustum(); } //----------------------------------------------------------------------- const Radian& Frustum::getFOVy(void) const { return mFOVy; } //----------------------------------------------------------------------- void Frustum::setFarClipDistance(Real farPlane) { mFarDist = farPlane; invalidateFrustum(); } //----------------------------------------------------------------------- Real Frustum::getFarClipDistance(void) const { return mFarDist; } //----------------------------------------------------------------------- void Frustum::setNearClipDistance(Real nearPlane) { if (nearPlane <= 0) OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS, "Near clip distance must be greater than zero.", "Frustum::setNearClipDistance"); mNearDist = nearPlane; invalidateFrustum(); } //----------------------------------------------------------------------- Real Frustum::getNearClipDistance(void) const { return mNearDist; } //--------------------------------------------------------------------- void Frustum::setFrustumOffset(const Vector2& offset) { mFrustumOffset = offset; invalidateFrustum(); } //--------------------------------------------------------------------- void Frustum::setFrustumOffset(Real horizontal, Real vertical) { setFrustumOffset(Vector2(horizontal, vertical)); } //--------------------------------------------------------------------- const Vector2& Frustum::getFrustumOffset() const { return mFrustumOffset; } //--------------------------------------------------------------------- void Frustum::setFocalLength(Real focalLength) { if (focalLength <= 0) { OGRE_EXCEPT(Exception::ERR_INVALIDPARAMS, "Focal length must be greater than zero.", "Frustum::setFocalLength"); } mFocalLength = focalLength; invalidateFrustum(); } //--------------------------------------------------------------------- Real Frustum::getFocalLength() const { return mFocalLength; } //----------------------------------------------------------------------- const Matrix4& Frustum::getProjectionMatrix(void) const { updateFrustum(); return mProjMatrix; } //----------------------------------------------------------------------- const Matrix4& Frustum::getProjectionMatrixWithRSDepth(void) const { updateFrustum(); return mProjMatrixRSDepth; } //----------------------------------------------------------------------- const Matrix4& Frustum::getProjectionMatrixRS(void) const { updateFrustum(); return mProjMatrixRS; } //----------------------------------------------------------------------- const Matrix4& Frustum::getViewMatrix(void) const { updateView(); return mViewMatrix; } //----------------------------------------------------------------------- const Plane* Frustum::getFrustumPlanes(void) const { // Make any pending updates to the calculated frustum planes updateFrustumPlanes(); return mFrustumPlanes; } //----------------------------------------------------------------------- const Plane& Frustum::getFrustumPlane(unsigned short plane) const { // Make any pending updates to the calculated frustum planes updateFrustumPlanes(); return mFrustumPlanes[plane]; } //----------------------------------------------------------------------- bool Frustum::isVisible(const AxisAlignedBox& bound, FrustumPlane* culledBy) const { // Null boxes always invisible if (bound.isNull()) return false; // Infinite boxes always visible if (bound.isInfinite()) return true; // Make any pending updates to the calculated frustum planes updateFrustumPlanes(); // Get centre of the box Vector3 centre = bound.getCenter(); // Get the half-size of the box Vector3 halfSize = bound.getHalfSize(); // For each plane, see if all points are on the negative side // If so, object is not visible for (int plane = 0; plane < 6; ++plane) { // Skip far plane if infinite view frustum if (plane == FRUSTUM_PLANE_FAR && mFarDist == 0) continue; Plane::Side side = mFrustumPlanes[plane].getSide(centre, halfSize); if (side == Plane::NEGATIVE_SIDE) { // ALL corners on negative side therefore out of view if (culledBy) *culledBy = (FrustumPlane)plane; return false; } } return true; } //----------------------------------------------------------------------- bool Frustum::isVisible(const Vector3& vert, FrustumPlane* culledBy) const { // Make any pending updates to the calculated frustum planes updateFrustumPlanes(); // For each plane, see if all points are on the negative side // If so, object is not visible for (int plane = 0; plane < 6; ++plane) { // Skip far plane if infinite view frustum if (plane == FRUSTUM_PLANE_FAR && mFarDist == 0) continue; if (mFrustumPlanes[plane].getSide(vert) == Plane::NEGATIVE_SIDE) { // ALL corners on negative side therefore out of view if (culledBy) *culledBy = (FrustumPlane)plane; return false; } } return true; } //----------------------------------------------------------------------- bool Frustum::isVisible(const Sphere& sphere, FrustumPlane* culledBy) const { // Make any pending updates to the calculated frustum planes updateFrustumPlanes(); // For each plane, see if sphere is on negative side // If so, object is not visible for (int plane = 0; plane < 6; ++plane) { // Skip far plane if infinite view frustum if (plane == FRUSTUM_PLANE_FAR && mFarDist == 0) continue; // If the distance from sphere center to plane is negative, and 'more negative' // than the radius of the sphere, sphere is outside frustum if (mFrustumPlanes[plane].getDistance(sphere.getCenter()) < -sphere.getRadius()) { // ALL corners on negative side therefore out of view if (culledBy) *culledBy = (FrustumPlane)plane; return false; } } return true; } //----------------------------------------------------------------------- void Frustum::calcProjectionParameters(Real& left, Real& right, Real& bottom, Real& top) const { if (mCustomProjMatrix) { // Convert clipspace corners to camera space Matrix4 invProj = mProjMatrix.inverse(); Vector3 topLeft(-0.5f, 0.5f, 0.0f); Vector3 bottomRight(0.5f, -0.5f, 0.0f); topLeft = invProj * topLeft; bottomRight = invProj * bottomRight; left = topLeft.x; top = topLeft.y; right = bottomRight.x; bottom = bottomRight.y; } else { if (mFrustumExtentsManuallySet) { left = mLeft; right = mRight; top = mTop; bottom = mBottom; } // Calculate general projection parameters else if (mProjType == PT_PERSPECTIVE) { Radian thetaY (mFOVy * 0.5f); Real tanThetaY = Math::Tan(thetaY); Real tanThetaX = tanThetaY * mAspect; Real nearFocal = mNearDist / mFocalLength; Real nearOffsetX = mFrustumOffset.x * nearFocal; Real nearOffsetY = mFrustumOffset.y * nearFocal; Real half_w = tanThetaX * mNearDist; Real half_h = tanThetaY * mNearDist; left = - half_w + nearOffsetX; right = + half_w + nearOffsetX; bottom = - half_h + nearOffsetY; top = + half_h + nearOffsetY; mLeft = left; mRight = right; mTop = top; mBottom = bottom; } else { // Unknown how to apply frustum offset to orthographic camera, just ignore here Real half_w = getOrthoWindowWidth() * 0.5f; Real half_h = getOrthoWindowHeight() * 0.5f; left = - half_w; right = + half_w; bottom = - half_h; top = + half_h; mLeft = left; mRight = right; mTop = top; mBottom = bottom; } } } //----------------------------------------------------------------------- void Frustum::updateFrustumImpl(void) const { // Common calcs Real left, right, bottom, top; #if OGRE_NO_VIEWPORT_ORIENTATIONMODE == 0 if (mOrientationMode != OR_PORTRAIT) calcProjectionParameters(bottom, top, left, right); else #endif calcProjectionParameters(left, right, bottom, top); if (!mCustomProjMatrix) { // The code below will dealing with general projection // parameters, similar glFrustum and glOrtho. // Doesn't optimise manually except division operator, so the // code more self-explaining. Real inv_w = 1 / (right - left); Real inv_h = 1 / (top - bottom); Real inv_d = 1 / (mFarDist - mNearDist); // Recalc if frustum params changed if (mProjType == PT_PERSPECTIVE) { // Calc matrix elements Real A = 2 * mNearDist * inv_w; Real B = 2 * mNearDist * inv_h; Real C = (right + left) * inv_w; Real D = (top + bottom) * inv_h; Real q, qn; if (mFarDist == 0) { // Infinite far plane q = Frustum::INFINITE_FAR_PLANE_ADJUST - 1; qn = mNearDist * (Frustum::INFINITE_FAR_PLANE_ADJUST - 2); } else { q = - (mFarDist + mNearDist) * inv_d; qn = -2 * (mFarDist * mNearDist) * inv_d; } // NB: This creates 'uniform' perspective projection matrix, // which depth range [-1,1], right-handed rules // // [ A 0 C 0 ] // [ 0 B D 0 ] // [ 0 0 q qn ] // [ 0 0 -1 0 ] // // A = 2 * near / (right - left) // B = 2 * near / (top - bottom) // C = (right + left) / (right - left) // D = (top + bottom) / (top - bottom) // q = - (far + near) / (far - near) // qn = - 2 * (far * near) / (far - near) mProjMatrix = Matrix4::ZERO; mProjMatrix[0][0] = A; mProjMatrix[0][2] = C; mProjMatrix[1][1] = B; mProjMatrix[1][2] = D; mProjMatrix[2][2] = q; mProjMatrix[2][3] = qn; mProjMatrix[3][2] = -1; if (mObliqueDepthProjection) { // Translate the plane into view space // Don't use getViewMatrix here, incase overrided by // camera and return a cull frustum view matrix updateView(); Plane plane = mViewMatrix * mObliqueProjPlane; // Thanks to Eric Lenyel for posting this calculation // at www.terathon.com // Calculate the clip-space corner point opposite the // clipping plane // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and // transform it into camera space by multiplying it // by the inverse of the projection matrix /* generalised version Vector4 q = matrix.inverse() * Vector4(Math::Sign(plane.normal.x), Math::Sign(plane.normal.y), 1.0f, 1.0f); */ Vector4 qVec; qVec.x = (Math::Sign(plane.normal.x) + mProjMatrix[0][2]) / mProjMatrix[0][0]; qVec.y = (Math::Sign(plane.normal.y) + mProjMatrix[1][2]) / mProjMatrix[1][1]; qVec.z = -1; qVec.w = (1 + mProjMatrix[2][2]) / mProjMatrix[2][3]; // Calculate the scaled plane vector Vector4 clipPlane4d(plane.normal.x, plane.normal.y, plane.normal.z, plane.d); Vector4 c = clipPlane4d * (2 / (clipPlane4d.dotProduct(qVec))); // Replace the third row of the projection matrix mProjMatrix[2][0] = c.x; mProjMatrix[2][1] = c.y; mProjMatrix[2][2] = c.z + 1; mProjMatrix[2][3] = c.w; } } // perspective else if (mProjType == PT_ORTHOGRAPHIC) { Real A = 2 * inv_w; Real B = 2 * inv_h; Real C = - (right + left) * inv_w; Real D = - (top + bottom) * inv_h; Real q, qn; if (mFarDist == 0) { // Can not do infinite far plane here, avoid divided zero only q = - Frustum::INFINITE_FAR_PLANE_ADJUST / mNearDist; qn = - Frustum::INFINITE_FAR_PLANE_ADJUST - 1; } else { q = - 2 * inv_d; qn = - (mFarDist + mNearDist) * inv_d; } // NB: This creates 'uniform' orthographic projection matrix, // which depth range [-1,1], right-handed rules // // [ A 0 0 C ] // [ 0 B 0 D ] // [ 0 0 q qn ] // [ 0 0 0 1 ] // // A = 2 * / (right - left) // B = 2 * / (top - bottom) // C = - (right + left) / (right - left) // D = - (top + bottom) / (top - bottom) // q = - 2 / (far - near) // qn = - (far + near) / (far - near) mProjMatrix = Matrix4::ZERO; mProjMatrix[0][0] = A; mProjMatrix[0][3] = C; mProjMatrix[1][1] = B; mProjMatrix[1][3] = D; mProjMatrix[2][2] = q; mProjMatrix[2][3] = qn; mProjMatrix[3][3] = 1; } // ortho } // !mCustomProjMatrix #if OGRE_NO_VIEWPORT_ORIENTATIONMODE == 0 // Deal with orientation mode mProjMatrix = mProjMatrix * Quaternion(Degree(mOrientationMode * 90.f), Vector3::UNIT_Z); #endif RenderSystem* renderSystem = CamelotEngine::RenderSystemManager::getActive(); // API specific renderSystem->_convertProjectionMatrix(mProjMatrix, mProjMatrixRS); // API specific for Gpu Programs renderSystem->_convertProjectionMatrix(mProjMatrix, mProjMatrixRSDepth, true); // Calculate bounding box (local) // Box is from 0, down -Z, max dimensions as determined from far plane // If infinite view frustum just pick a far value Real farDist = (mFarDist == 0) ? 100000 : mFarDist; // Near plane bounds Vector3 min(left, bottom, -farDist); Vector3 max(right, top, 0); if (mCustomProjMatrix) { // Some custom projection matrices can have unusual inverted settings // So make sure the AABB is the right way around to start with Vector3 tmp = min; min.makeFloor(max); max.makeCeil(tmp); } if (mProjType == PT_PERSPECTIVE) { // Merge with far plane bounds Real radio = farDist / mNearDist; min.makeFloor(Vector3(left * radio, bottom * radio, -farDist)); max.makeCeil(Vector3(right * radio, top * radio, 0)); } mBoundingBox.setExtents(min, max); mRecalcFrustum = false; // Signal to update frustum clipping planes mRecalcFrustumPlanes = true; } //----------------------------------------------------------------------- void Frustum::updateFrustum(void) const { if (isFrustumOutOfDate()) { updateFrustumImpl(); } } //----------------------------------------------------------------------- void Frustum::updateVertexData(void) const { if (mRecalcVertexData) { if (mVertexData.vertexBufferBinding->getBufferCount() <= 0) { // Initialise vertex & index data mVertexData.vertexDeclaration->addElement(0, 0, VET_FLOAT3, VES_POSITION); mVertexData.vertexCount = 32; mVertexData.vertexStart = 0; mVertexData.vertexBufferBinding->setBinding( 0, HardwareBufferManager::getSingleton().createVertexBuffer( sizeof(float)*3, 32, HardwareBuffer::HBU_DYNAMIC_WRITE_ONLY) ); } // Note: Even though we can dealing with general projection matrix here, // but because it's incompatibly with infinite far plane, thus, we // still need to working with projection parameters. // Calc near plane corners Real vpLeft, vpRight, vpBottom, vpTop; calcProjectionParameters(vpLeft, vpRight, vpBottom, vpTop); // Treat infinite fardist as some arbitrary far value Real farDist = (mFarDist == 0) ? 100000 : mFarDist; // Calc far plane corners Real radio = mProjType == PT_PERSPECTIVE ? farDist / mNearDist : 1; Real farLeft = vpLeft * radio; Real farRight = vpRight * radio; Real farBottom = vpBottom * radio; Real farTop = vpTop * radio; // Calculate vertex positions (local) // 0 is the origin // 1, 2, 3, 4 are the points on the near plane, top left first, clockwise // 5, 6, 7, 8 are the points on the far plane, top left first, clockwise HardwareVertexBufferPtr vbuf = mVertexData.vertexBufferBinding->getBuffer(0); float* pFloat = static_cast(vbuf->lock(HardwareBuffer::HBL_DISCARD)); // near plane (remember frustum is going in -Z direction) *pFloat++ = vpLeft; *pFloat++ = vpTop; *pFloat++ = -mNearDist; *pFloat++ = vpRight; *pFloat++ = vpTop; *pFloat++ = -mNearDist; *pFloat++ = vpRight; *pFloat++ = vpTop; *pFloat++ = -mNearDist; *pFloat++ = vpRight; *pFloat++ = vpBottom; *pFloat++ = -mNearDist; *pFloat++ = vpRight; *pFloat++ = vpBottom; *pFloat++ = -mNearDist; *pFloat++ = vpLeft; *pFloat++ = vpBottom; *pFloat++ = -mNearDist; *pFloat++ = vpLeft; *pFloat++ = vpBottom; *pFloat++ = -mNearDist; *pFloat++ = vpLeft; *pFloat++ = vpTop; *pFloat++ = -mNearDist; // far plane (remember frustum is going in -Z direction) *pFloat++ = farLeft; *pFloat++ = farTop; *pFloat++ = -farDist; *pFloat++ = farRight; *pFloat++ = farTop; *pFloat++ = -farDist; *pFloat++ = farRight; *pFloat++ = farTop; *pFloat++ = -farDist; *pFloat++ = farRight; *pFloat++ = farBottom; *pFloat++ = -farDist; *pFloat++ = farRight; *pFloat++ = farBottom; *pFloat++ = -farDist; *pFloat++ = farLeft; *pFloat++ = farBottom; *pFloat++ = -farDist; *pFloat++ = farLeft; *pFloat++ = farBottom; *pFloat++ = -farDist; *pFloat++ = farLeft; *pFloat++ = farTop; *pFloat++ = -farDist; // Sides of the pyramid *pFloat++ = 0.0f; *pFloat++ = 0.0f; *pFloat++ = 0.0f; *pFloat++ = vpLeft; *pFloat++ = vpTop; *pFloat++ = -mNearDist; *pFloat++ = 0.0f; *pFloat++ = 0.0f; *pFloat++ = 0.0f; *pFloat++ = vpRight; *pFloat++ = vpTop; *pFloat++ = -mNearDist; *pFloat++ = 0.0f; *pFloat++ = 0.0f; *pFloat++ = 0.0f; *pFloat++ = vpRight; *pFloat++ = vpBottom; *pFloat++ = -mNearDist; *pFloat++ = 0.0f; *pFloat++ = 0.0f; *pFloat++ = 0.0f; *pFloat++ = vpLeft; *pFloat++ = vpBottom; *pFloat++ = -mNearDist; // Sides of the box *pFloat++ = vpLeft; *pFloat++ = vpTop; *pFloat++ = -mNearDist; *pFloat++ = farLeft; *pFloat++ = farTop; *pFloat++ = -farDist; *pFloat++ = vpRight; *pFloat++ = vpTop; *pFloat++ = -mNearDist; *pFloat++ = farRight; *pFloat++ = farTop; *pFloat++ = -farDist; *pFloat++ = vpRight; *pFloat++ = vpBottom; *pFloat++ = -mNearDist; *pFloat++ = farRight; *pFloat++ = farBottom; *pFloat++ = -farDist; *pFloat++ = vpLeft; *pFloat++ = vpBottom; *pFloat++ = -mNearDist; *pFloat++ = farLeft; *pFloat++ = farBottom; *pFloat++ = -farDist; vbuf->unlock(); mRecalcVertexData = false; } } //----------------------------------------------------------------------- bool Frustum::isViewOutOfDate(void) const { // Attached to node? // TODO PORT - Not attached to node because I'll be handling this differently //if (mParentNode) //{ // if (mRecalcView || // mParentNode->_getDerivedOrientation() != mLastParentOrientation || // mParentNode->_getDerivedPosition() != mLastParentPosition) // { // // Ok, we're out of date with SceneNode we're attached to // mLastParentOrientation = mParentNode->_getDerivedOrientation(); // mLastParentPosition = mParentNode->_getDerivedPosition(); // mRecalcView = true; // } //} // Deriving reflection from linked plane? if (mLinkedReflectPlane && !(mLastLinkedReflectionPlane == *mLinkedReflectPlane)) { mReflectPlane = *mLinkedReflectPlane; mReflectMatrix = Math::buildReflectionMatrix(mReflectPlane); mLastLinkedReflectionPlane = *mLinkedReflectPlane; mRecalcView = true; } return mRecalcView; } //----------------------------------------------------------------------- bool Frustum::isFrustumOutOfDate(void) const { // Deriving custom near plane from linked plane? if (mObliqueDepthProjection) { // Out of date when view out of data since plane needs to be in view space if (isViewOutOfDate()) { mRecalcFrustum = true; } // Update derived plane if (mLinkedObliqueProjPlane && !(mLastLinkedObliqueProjPlane == *mLinkedObliqueProjPlane)) { mObliqueProjPlane = *mLinkedObliqueProjPlane; mLastLinkedObliqueProjPlane = mObliqueProjPlane; mRecalcFrustum = true; } } return mRecalcFrustum; } //----------------------------------------------------------------------- void Frustum::updateViewImpl(void) const { // ---------------------- // Update the view matrix // ---------------------- // Get orientation from quaternion if (!mCustomViewMatrix) { Matrix3 rot; const Quaternion& orientation = getOrientationForViewUpdate(); const Vector3& position = getPositionForViewUpdate(); mViewMatrix = Math::makeViewMatrix(position, orientation, mReflect? &mReflectMatrix : 0); } mRecalcView = false; // Signal to update frustum clipping planes mRecalcFrustumPlanes = true; // Signal to update world space corners mRecalcWorldSpaceCorners = true; // Signal to update frustum if oblique plane enabled, // since plane needs to be in view space if (mObliqueDepthProjection) { mRecalcFrustum = true; } } //--------------------------------------------------------------------- void Frustum::calcViewMatrixRelative(const Vector3& relPos, Matrix4& matToUpdate) const { Matrix4 matTrans = Matrix4::IDENTITY; matTrans.setTrans(relPos); matToUpdate = getViewMatrix() * matTrans; } //----------------------------------------------------------------------- void Frustum::updateView(void) const { if (isViewOutOfDate()) { updateViewImpl(); } } //----------------------------------------------------------------------- void Frustum::updateFrustumPlanesImpl(void) const { // ------------------------- // Update the frustum planes // ------------------------- Matrix4 combo = mProjMatrix * mViewMatrix; mFrustumPlanes[FRUSTUM_PLANE_LEFT].normal.x = combo[3][0] + combo[0][0]; mFrustumPlanes[FRUSTUM_PLANE_LEFT].normal.y = combo[3][1] + combo[0][1]; mFrustumPlanes[FRUSTUM_PLANE_LEFT].normal.z = combo[3][2] + combo[0][2]; mFrustumPlanes[FRUSTUM_PLANE_LEFT].d = combo[3][3] + combo[0][3]; mFrustumPlanes[FRUSTUM_PLANE_RIGHT].normal.x = combo[3][0] - combo[0][0]; mFrustumPlanes[FRUSTUM_PLANE_RIGHT].normal.y = combo[3][1] - combo[0][1]; mFrustumPlanes[FRUSTUM_PLANE_RIGHT].normal.z = combo[3][2] - combo[0][2]; mFrustumPlanes[FRUSTUM_PLANE_RIGHT].d = combo[3][3] - combo[0][3]; mFrustumPlanes[FRUSTUM_PLANE_TOP].normal.x = combo[3][0] - combo[1][0]; mFrustumPlanes[FRUSTUM_PLANE_TOP].normal.y = combo[3][1] - combo[1][1]; mFrustumPlanes[FRUSTUM_PLANE_TOP].normal.z = combo[3][2] - combo[1][2]; mFrustumPlanes[FRUSTUM_PLANE_TOP].d = combo[3][3] - combo[1][3]; mFrustumPlanes[FRUSTUM_PLANE_BOTTOM].normal.x = combo[3][0] + combo[1][0]; mFrustumPlanes[FRUSTUM_PLANE_BOTTOM].normal.y = combo[3][1] + combo[1][1]; mFrustumPlanes[FRUSTUM_PLANE_BOTTOM].normal.z = combo[3][2] + combo[1][2]; mFrustumPlanes[FRUSTUM_PLANE_BOTTOM].d = combo[3][3] + combo[1][3]; mFrustumPlanes[FRUSTUM_PLANE_NEAR].normal.x = combo[3][0] + combo[2][0]; mFrustumPlanes[FRUSTUM_PLANE_NEAR].normal.y = combo[3][1] + combo[2][1]; mFrustumPlanes[FRUSTUM_PLANE_NEAR].normal.z = combo[3][2] + combo[2][2]; mFrustumPlanes[FRUSTUM_PLANE_NEAR].d = combo[3][3] + combo[2][3]; mFrustumPlanes[FRUSTUM_PLANE_FAR].normal.x = combo[3][0] - combo[2][0]; mFrustumPlanes[FRUSTUM_PLANE_FAR].normal.y = combo[3][1] - combo[2][1]; mFrustumPlanes[FRUSTUM_PLANE_FAR].normal.z = combo[3][2] - combo[2][2]; mFrustumPlanes[FRUSTUM_PLANE_FAR].d = combo[3][3] - combo[2][3]; // Renormalise any normals which were not unit length for(int i=0; i<6; i++ ) { Real length = mFrustumPlanes[i].normal.normalise(); mFrustumPlanes[i].d /= length; } mRecalcFrustumPlanes = false; } //----------------------------------------------------------------------- void Frustum::updateFrustumPlanes(void) const { updateView(); updateFrustum(); if (mRecalcFrustumPlanes) { updateFrustumPlanesImpl(); } } //----------------------------------------------------------------------- void Frustum::updateWorldSpaceCornersImpl(void) const { Matrix4 eyeToWorld = mViewMatrix.inverseAffine(); // Note: Even though we can dealing with general projection matrix here, // but because it's incompatibly with infinite far plane, thus, we // still need to working with projection parameters. // Calc near plane corners Real nearLeft, nearRight, nearBottom, nearTop; calcProjectionParameters(nearLeft, nearRight, nearBottom, nearTop); // Treat infinite fardist as some arbitrary far value Real farDist = (mFarDist == 0) ? 100000 : mFarDist; // Calc far palne corners Real radio = mProjType == PT_PERSPECTIVE ? farDist / mNearDist : 1; Real farLeft = nearLeft * radio; Real farRight = nearRight * radio; Real farBottom = nearBottom * radio; Real farTop = nearTop * radio; // near mWorldSpaceCorners[0] = eyeToWorld.transformAffine(Vector3(nearRight, nearTop, -mNearDist)); mWorldSpaceCorners[1] = eyeToWorld.transformAffine(Vector3(nearLeft, nearTop, -mNearDist)); mWorldSpaceCorners[2] = eyeToWorld.transformAffine(Vector3(nearLeft, nearBottom, -mNearDist)); mWorldSpaceCorners[3] = eyeToWorld.transformAffine(Vector3(nearRight, nearBottom, -mNearDist)); // far mWorldSpaceCorners[4] = eyeToWorld.transformAffine(Vector3(farRight, farTop, -farDist)); mWorldSpaceCorners[5] = eyeToWorld.transformAffine(Vector3(farLeft, farTop, -farDist)); mWorldSpaceCorners[6] = eyeToWorld.transformAffine(Vector3(farLeft, farBottom, -farDist)); mWorldSpaceCorners[7] = eyeToWorld.transformAffine(Vector3(farRight, farBottom, -farDist)); mRecalcWorldSpaceCorners = false; } //----------------------------------------------------------------------- void Frustum::updateWorldSpaceCorners(void) const { updateView(); if (mRecalcWorldSpaceCorners) { updateWorldSpaceCornersImpl(); } } //----------------------------------------------------------------------- Real Frustum::getAspectRatio(void) const { return mAspect; } //----------------------------------------------------------------------- void Frustum::setAspectRatio(Real r) { mAspect = r; invalidateFrustum(); } //----------------------------------------------------------------------- const AxisAlignedBox& Frustum::getBoundingBox(void) const { return mBoundingBox; } //----------------------------------------------------------------------- const String& Frustum::getMovableType(void) const { return msMovableType; } //----------------------------------------------------------------------- Real Frustum::getBoundingRadius(void) const { return (mFarDist == 0)? 100000 : mFarDist; } // ------------------------------------------------------------------- void Frustum::invalidateFrustum() const { mRecalcFrustum = true; mRecalcFrustumPlanes = true; mRecalcWorldSpaceCorners = true; mRecalcVertexData = true; } // ------------------------------------------------------------------- void Frustum::invalidateView() const { mRecalcView = true; mRecalcFrustumPlanes = true; mRecalcWorldSpaceCorners = true; } // ------------------------------------------------------------------- const Vector3* Frustum::getWorldSpaceCorners(void) const { updateWorldSpaceCorners(); return mWorldSpaceCorners; } //----------------------------------------------------------------------- void Frustum::setProjectionType(ProjectionType pt) { mProjType = pt; invalidateFrustum(); } //----------------------------------------------------------------------- ProjectionType Frustum::getProjectionType(void) const { return mProjType; } //----------------------------------------------------------------------- const Vector3& Frustum::getPositionForViewUpdate(void) const { return mLastParentPosition; } //----------------------------------------------------------------------- const Quaternion& Frustum::getOrientationForViewUpdate(void) const { return mLastParentOrientation; } //----------------------------------------------------------------------- void Frustum::enableReflection(const Plane& p) { mReflect = true; mReflectPlane = p; mLinkedReflectPlane = 0; mReflectMatrix = Math::buildReflectionMatrix(p); invalidateView(); } //----------------------------------------------------------------------- void Frustum::enableReflection(const Plane* p) { mReflect = true; mLinkedReflectPlane = p; mReflectPlane = *mLinkedReflectPlane; mReflectMatrix = Math::buildReflectionMatrix(mReflectPlane); mLastLinkedReflectionPlane = *mLinkedReflectPlane; invalidateView(); } //----------------------------------------------------------------------- void Frustum::disableReflection(void) { mReflect = false; mLinkedReflectPlane = 0; mLastLinkedReflectionPlane.normal = Vector3::ZERO; invalidateView(); } //--------------------------------------------------------------------- bool Frustum::projectSphere(const Sphere& sphere, Real* left, Real* top, Real* right, Real* bottom) const { // See http://www.gamasutra.com/features/20021011/lengyel_06.htm // Transform light position into camera space updateView(); Vector3 eyeSpacePos = mViewMatrix.transformAffine(sphere.getCenter()); // initialise *left = *bottom = -1.0f; *right = *top = 1.0f; if (eyeSpacePos.z < 0) { updateFrustum(); const Matrix4& projMatrix = getProjectionMatrix(); Real r = sphere.getRadius(); Real rsq = r * r; // early-exit if (eyeSpacePos.squaredLength() <= rsq) return false; Real Lxz = Math::Sqr(eyeSpacePos.x) + Math::Sqr(eyeSpacePos.z); Real Lyz = Math::Sqr(eyeSpacePos.y) + Math::Sqr(eyeSpacePos.z); // Find the tangent planes to the sphere // XZ first // calculate quadratic discriminant: b*b - 4ac // x = Nx // a = Lx^2 + Lz^2 // b = -2rLx // c = r^2 - Lz^2 Real a = Lxz; Real b = -2.0f * r * eyeSpacePos.x; Real c = rsq - Math::Sqr(eyeSpacePos.z); Real D = b*b - 4.0f*a*c; // two roots? if (D > 0) { Real sqrootD = Math::Sqrt(D); // solve the quadratic to get the components of the normal Real Nx0 = (-b + sqrootD) / (2 * a); Real Nx1 = (-b - sqrootD) / (2 * a); // Derive Z from this Real Nz0 = (r - Nx0 * eyeSpacePos.x) / eyeSpacePos.z; Real Nz1 = (r - Nx1 * eyeSpacePos.x) / eyeSpacePos.z; // Get the point of tangency // Only consider points of tangency in front of the camera Real Pz0 = (Lxz - rsq) / (eyeSpacePos.z - ((Nz0 / Nx0) * eyeSpacePos.x)); if (Pz0 < 0) { // Project point onto near plane in worldspace Real nearx0 = (Nz0 * mNearDist) / Nx0; // now we need to map this to viewport coords // use projection matrix since that will take into account all factors Vector3 relx0 = projMatrix * Vector3(nearx0, 0, -mNearDist); // find out whether this is a left side or right side Real Px0 = -(Pz0 * Nz0) / Nx0; if (Px0 > eyeSpacePos.x) { *right = std::min(*right, relx0.x); } else { *left = std::max(*left, relx0.x); } } Real Pz1 = (Lxz - rsq) / (eyeSpacePos.z - ((Nz1 / Nx1) * eyeSpacePos.x)); if (Pz1 < 0) { // Project point onto near plane in worldspace Real nearx1 = (Nz1 * mNearDist) / Nx1; // now we need to map this to viewport coords // use projection matrix since that will take into account all factors Vector3 relx1 = projMatrix * Vector3(nearx1, 0, -mNearDist); // find out whether this is a left side or right side Real Px1 = -(Pz1 * Nz1) / Nx1; if (Px1 > eyeSpacePos.x) { *right = std::min(*right, relx1.x); } else { *left = std::max(*left, relx1.x); } } } // Now YZ // calculate quadratic discriminant: b*b - 4ac // x = Ny // a = Ly^2 + Lz^2 // b = -2rLy // c = r^2 - Lz^2 a = Lyz; b = -2.0f * r * eyeSpacePos.y; c = rsq - Math::Sqr(eyeSpacePos.z); D = b*b - 4.0f*a*c; // two roots? if (D > 0) { Real sqrootD = Math::Sqrt(D); // solve the quadratic to get the components of the normal Real Ny0 = (-b + sqrootD) / (2 * a); Real Ny1 = (-b - sqrootD) / (2 * a); // Derive Z from this Real Nz0 = (r - Ny0 * eyeSpacePos.y) / eyeSpacePos.z; Real Nz1 = (r - Ny1 * eyeSpacePos.y) / eyeSpacePos.z; // Get the point of tangency // Only consider points of tangency in front of the camera Real Pz0 = (Lyz - rsq) / (eyeSpacePos.z - ((Nz0 / Ny0) * eyeSpacePos.y)); if (Pz0 < 0) { // Project point onto near plane in worldspace Real neary0 = (Nz0 * mNearDist) / Ny0; // now we need to map this to viewport coords // use projection matriy since that will take into account all factors Vector3 rely0 = projMatrix * Vector3(0, neary0, -mNearDist); // find out whether this is a top side or bottom side Real Py0 = -(Pz0 * Nz0) / Ny0; if (Py0 > eyeSpacePos.y) { *top = std::min(*top, rely0.y); } else { *bottom = std::max(*bottom, rely0.y); } } Real Pz1 = (Lyz - rsq) / (eyeSpacePos.z - ((Nz1 / Ny1) * eyeSpacePos.y)); if (Pz1 < 0) { // Project point onto near plane in worldspace Real neary1 = (Nz1 * mNearDist) / Ny1; // now we need to map this to viewport coords // use projection matriy since that will take into account all factors Vector3 rely1 = projMatrix * Vector3(0, neary1, -mNearDist); // find out whether this is a top side or bottom side Real Py1 = -(Pz1 * Nz1) / Ny1; if (Py1 > eyeSpacePos.y) { *top = std::min(*top, rely1.y); } else { *bottom = std::max(*bottom, rely1.y); } } } } return (*left != -1.0f) || (*top != 1.0f) || (*right != 1.0f) || (*bottom != -1.0f); } //--------------------------------------------------------------------- void Frustum::enableCustomNearClipPlane(const Plane* plane) { mObliqueDepthProjection = true; mLinkedObliqueProjPlane = plane; mObliqueProjPlane = *plane; invalidateFrustum(); } //--------------------------------------------------------------------- void Frustum::enableCustomNearClipPlane(const Plane& plane) { mObliqueDepthProjection = true; mLinkedObliqueProjPlane = 0; mObliqueProjPlane = plane; invalidateFrustum(); } //--------------------------------------------------------------------- void Frustum::disableCustomNearClipPlane(void) { mObliqueDepthProjection = false; mLinkedObliqueProjPlane = 0; invalidateFrustum(); } //--------------------------------------------------------------------- void Frustum::setCustomViewMatrix(bool enable, const Matrix4& viewMatrix) { mCustomViewMatrix = enable; if (enable) { assert(viewMatrix.isAffine()); mViewMatrix = viewMatrix; } invalidateView(); } //--------------------------------------------------------------------- void Frustum::setCustomProjectionMatrix(bool enable, const Matrix4& projMatrix) { mCustomProjMatrix = enable; if (enable) { mProjMatrix = projMatrix; } invalidateFrustum(); } //--------------------------------------------------------------------- void Frustum::setOrthoWindow(Real w, Real h) { mOrthoHeight = h; mAspect = w / h; invalidateFrustum(); } //--------------------------------------------------------------------- void Frustum::setOrthoWindowHeight(Real h) { mOrthoHeight = h; invalidateFrustum(); } //--------------------------------------------------------------------- void Frustum::setOrthoWindowWidth(Real w) { mOrthoHeight = w / mAspect; invalidateFrustum(); } //--------------------------------------------------------------------- Real Frustum::getOrthoWindowHeight() const { return mOrthoHeight; } //--------------------------------------------------------------------- Real Frustum::getOrthoWindowWidth() const { return mOrthoHeight * mAspect; } //--------------------------------------------------------------------- void Frustum::setFrustumExtents(Real left, Real right, Real top, Real bottom) { mFrustumExtentsManuallySet = true; mLeft = left; mRight = right; mTop = top; mBottom = bottom; invalidateFrustum(); } //--------------------------------------------------------------------- void Frustum::resetFrustumExtents() { mFrustumExtentsManuallySet = false; invalidateFrustum(); } //--------------------------------------------------------------------- void Frustum::getFrustumExtents(Real& outleft, Real& outright, Real& outtop, Real& outbottom) const { updateFrustum(); outleft = mLeft; outright = mRight; outtop = mTop; outbottom = mBottom; } //--------------------------------------------------------------------- void Frustum::setOrientationMode(OrientationMode orientationMode) { #if OGRE_NO_VIEWPORT_ORIENTATIONMODE != 0 OGRE_EXCEPT(Exception::ERR_NOT_IMPLEMENTED, "Setting Frustrum orientation mode is not supported", __FUNCTION__); #endif mOrientationMode = orientationMode; invalidateFrustum(); } //--------------------------------------------------------------------- OrientationMode Frustum::getOrientationMode() const { #if OGRE_NO_VIEWPORT_ORIENTATIONMODE != 0 OGRE_EXCEPT(Exception::ERR_NOT_IMPLEMENTED, "Getting Frustrum orientation mode is not supported", __FUNCTION__); #endif return mOrientationMode; } } // namespace Ogre