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- /*
- -----------------------------------------------------------------------------
- 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 "CmFrustum.h"
- #include "CmMath.h"
- #include "CmMatrix3.h"
- #include "CmSphere.h"
- #include "CmException.h"
- #include "CmHardwareBufferManager.h"
- #include "CmHardwareVertexBuffer.h"
- #include "CmHardwareIndexBuffer.h"
- #include "CmRenderSystem.h"
- #include "CmRenderSystemManager.h"
- namespace CamelotEngine {
- const float 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)
- {
- 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(float farPlane)
- {
- mFarDist = farPlane;
- invalidateFrustum();
- }
- //-----------------------------------------------------------------------
- float Frustum::getFarClipDistance(void) const
- {
- return mFarDist;
- }
- //-----------------------------------------------------------------------
- void Frustum::setNearClipDistance(float nearPlane)
- {
- if (nearPlane <= 0)
- {
- CM_EXCEPT(InvalidParametersException, "Near clip distance must be greater than zero.");
- }
- mNearDist = nearPlane;
- invalidateFrustum();
- }
- //-----------------------------------------------------------------------
- float Frustum::getNearClipDistance(void) const
- {
- return mNearDist;
- }
- //---------------------------------------------------------------------
- void Frustum::setFrustumOffset(const Vector2& offset)
- {
- mFrustumOffset = offset;
- invalidateFrustum();
- }
- //---------------------------------------------------------------------
- void Frustum::setFrustumOffset(float horizontal, float vertical)
- {
- setFrustumOffset(Vector2(horizontal, vertical));
- }
- //---------------------------------------------------------------------
- const Vector2& Frustum::getFrustumOffset() const
- {
- return mFrustumOffset;
- }
- //---------------------------------------------------------------------
- void Frustum::setFocalLength(float focalLength)
- {
- if (focalLength <= 0)
- {
- CM_EXCEPT(InvalidParametersException,
- "Focal length must be greater than zero.");
- }
- mFocalLength = focalLength;
- invalidateFrustum();
- }
- //---------------------------------------------------------------------
- float 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(float& left, float& right, float& bottom, float& 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);
- float tanThetaY = Math::Tan(thetaY);
- float tanThetaX = tanThetaY * mAspect;
- float nearFocal = mNearDist / mFocalLength;
- float nearOffsetX = mFrustumOffset.x * nearFocal;
- float nearOffsetY = mFrustumOffset.y * nearFocal;
- float half_w = tanThetaX * mNearDist;
- float 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
- float half_w = getOrthoWindowWidth() * 0.5f;
- float 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
- float left, right, bottom, top;
- 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.
- float inv_w = 1 / (right - left);
- float inv_h = 1 / (top - bottom);
- float inv_d = 1 / (mFarDist - mNearDist);
- // Recalc if frustum params changed
- if (mProjType == PT_PERSPECTIVE)
- {
- // Calc matrix elements
- float A = 2 * mNearDist * inv_w;
- float B = 2 * mNearDist * inv_h;
- float C = (right + left) * inv_w;
- float D = (top + bottom) * inv_h;
- float 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;
- } // perspective
- else if (mProjType == PT_ORTHOGRAPHIC)
- {
- float A = 2 * inv_w;
- float B = 2 * inv_h;
- float C = - (right + left) * inv_w;
- float D = - (top + bottom) * inv_h;
- float 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
- 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
- float 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
- float 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
- float vpLeft, vpRight, vpBottom, vpTop;
- calcProjectionParameters(vpLeft, vpRight, vpBottom, vpTop);
- // Treat infinite fardist as some arbitrary far value
- float farDist = (mFarDist == 0) ? 100000 : mFarDist;
- // Calc far plane corners
- float radio = mProjType == PT_PERSPECTIVE ? farDist / mNearDist : 1;
- float farLeft = vpLeft * radio;
- float farRight = vpRight * radio;
- float farBottom = vpBottom * radio;
- float 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<float*>(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;
- // }
- //}
- return mRecalcView;
- }
- //-----------------------------------------------------------------------
- bool Frustum::isFrustumOutOfDate(void) const
- {
- 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, 0);
- }
- mRecalcView = false;
- // Signal to update frustum clipping planes
- mRecalcFrustumPlanes = true;
- // Signal to update world space corners
- mRecalcWorldSpaceCorners = 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++ )
- {
- float 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
- float nearLeft, nearRight, nearBottom, nearTop;
- calcProjectionParameters(nearLeft, nearRight, nearBottom, nearTop);
- // Treat infinite fardist as some arbitrary far value
- float farDist = (mFarDist == 0) ? 100000 : mFarDist;
- // Calc far palne corners
- float radio = mProjType == PT_PERSPECTIVE ? farDist / mNearDist : 1;
- float farLeft = nearLeft * radio;
- float farRight = nearRight * radio;
- float farBottom = nearBottom * radio;
- float 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();
- }
- }
- //-----------------------------------------------------------------------
- float Frustum::getAspectRatio(void) const
- {
- return mAspect;
- }
- //-----------------------------------------------------------------------
- void Frustum::setAspectRatio(float r)
- {
- mAspect = r;
- invalidateFrustum();
- }
- //-----------------------------------------------------------------------
- const AxisAlignedBox& Frustum::getBoundingBox(void) const
- {
- return mBoundingBox;
- }
- //-----------------------------------------------------------------------
- float 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;
- }
- //---------------------------------------------------------------------
- bool Frustum::projectSphere(const Sphere& sphere,
- float* left, float* top, float* right, float* 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();
- float r = sphere.getRadius();
- float rsq = r * r;
- // early-exit
- if (eyeSpacePos.squaredLength() <= rsq)
- return false;
- float Lxz = Math::Sqr(eyeSpacePos.x) + Math::Sqr(eyeSpacePos.z);
- float 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
- float a = Lxz;
- float b = -2.0f * r * eyeSpacePos.x;
- float c = rsq - Math::Sqr(eyeSpacePos.z);
- float D = b*b - 4.0f*a*c;
- // two roots?
- if (D > 0)
- {
- float sqrootD = Math::Sqrt(D);
- // solve the quadratic to get the components of the normal
- float Nx0 = (-b + sqrootD) / (2 * a);
- float Nx1 = (-b - sqrootD) / (2 * a);
-
- // Derive Z from this
- float Nz0 = (r - Nx0 * eyeSpacePos.x) / eyeSpacePos.z;
- float Nz1 = (r - Nx1 * eyeSpacePos.x) / eyeSpacePos.z;
- // Get the point of tangency
- // Only consider points of tangency in front of the camera
- float Pz0 = (Lxz - rsq) / (eyeSpacePos.z - ((Nz0 / Nx0) * eyeSpacePos.x));
- if (Pz0 < 0)
- {
- // Project point onto near plane in worldspace
- float 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
- float Px0 = -(Pz0 * Nz0) / Nx0;
- if (Px0 > eyeSpacePos.x)
- {
- *right = std::min(*right, relx0.x);
- }
- else
- {
- *left = std::max(*left, relx0.x);
- }
- }
- float Pz1 = (Lxz - rsq) / (eyeSpacePos.z - ((Nz1 / Nx1) * eyeSpacePos.x));
- if (Pz1 < 0)
- {
- // Project point onto near plane in worldspace
- float 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
- float 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)
- {
- float sqrootD = Math::Sqrt(D);
- // solve the quadratic to get the components of the normal
- float Ny0 = (-b + sqrootD) / (2 * a);
- float Ny1 = (-b - sqrootD) / (2 * a);
- // Derive Z from this
- float Nz0 = (r - Ny0 * eyeSpacePos.y) / eyeSpacePos.z;
- float Nz1 = (r - Ny1 * eyeSpacePos.y) / eyeSpacePos.z;
- // Get the point of tangency
- // Only consider points of tangency in front of the camera
- float Pz0 = (Lyz - rsq) / (eyeSpacePos.z - ((Nz0 / Ny0) * eyeSpacePos.y));
- if (Pz0 < 0)
- {
- // Project point onto near plane in worldspace
- float 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
- float Py0 = -(Pz0 * Nz0) / Ny0;
- if (Py0 > eyeSpacePos.y)
- {
- *top = std::min(*top, rely0.y);
- }
- else
- {
- *bottom = std::max(*bottom, rely0.y);
- }
- }
- float Pz1 = (Lyz - rsq) / (eyeSpacePos.z - ((Nz1 / Ny1) * eyeSpacePos.y));
- if (Pz1 < 0)
- {
- // Project point onto near plane in worldspace
- float 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
- float 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::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(float w, float h)
- {
- mOrthoHeight = h;
- mAspect = w / h;
- invalidateFrustum();
- }
- //---------------------------------------------------------------------
- void Frustum::setOrthoWindowHeight(float h)
- {
- mOrthoHeight = h;
- invalidateFrustum();
- }
- //---------------------------------------------------------------------
- void Frustum::setOrthoWindowWidth(float w)
- {
- mOrthoHeight = w / mAspect;
- invalidateFrustum();
- }
- //---------------------------------------------------------------------
- float Frustum::getOrthoWindowHeight() const
- {
- return mOrthoHeight;
- }
- //---------------------------------------------------------------------
- float Frustum::getOrthoWindowWidth() const
- {
- return mOrthoHeight * mAspect;
- }
- //---------------------------------------------------------------------
- void Frustum::setFrustumExtents(float left, float right, float top, float bottom)
- {
- mFrustumExtentsManuallySet = true;
- mLeft = left;
- mRight = right;
- mTop = top;
- mBottom = bottom;
- invalidateFrustum();
- }
- //---------------------------------------------------------------------
- void Frustum::resetFrustumExtents()
- {
- mFrustumExtentsManuallySet = false;
- invalidateFrustum();
- }
- //---------------------------------------------------------------------
- void Frustum::getFrustumExtents(float& outleft, float& outright, float& outtop, float& outbottom) const
- {
- updateFrustum();
- outleft = mLeft;
- outright = mRight;
- outtop = mTop;
- outbottom = mBottom;
- }
- } // namespace CamelotEngine
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