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@@ -277,6 +277,102 @@ void calcMinBoundingSphere(Sphere& _sphere, const void* _vertices, uint32_t _num
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_sphere.m_radius = bx::fsqrt(maxDistSq);
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}
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+void buildFrustumPlanes(Plane* _result, const float* _viewProj)
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+{
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+ const float xw = _viewProj[ 3];
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+ const float yw = _viewProj[ 7];
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+ const float zw = _viewProj[11];
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+ const float ww = _viewProj[15];
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+
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+ const float xz = _viewProj[ 2];
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+ const float yz = _viewProj[ 6];
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+ const float zz = _viewProj[10];
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+ const float wz = _viewProj[14];
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+
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+ Plane& near = _result[0];
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+ Plane& far = _result[1];
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+ Plane& left = _result[2];
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+ Plane& right = _result[3];
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+ Plane& top = _result[4];
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+ Plane& bottom = _result[5];
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+
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+ near.m_normal[0] = xw - xz;
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+ near.m_normal[1] = yw - yz;
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+ near.m_normal[2] = zw - zz;
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+ near.m_dist = ww - wz;
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+
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+ far.m_normal[0] = xw + xz;
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+ far.m_normal[1] = yw + yz;
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+ far.m_normal[2] = zw + zz;
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+ far.m_dist = ww + wz;
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+
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+ const float xx = _viewProj[ 0];
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+ const float yx = _viewProj[ 4];
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+ const float zx = _viewProj[ 8];
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+ const float wx = _viewProj[12];
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+
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+ left.m_normal[0] = xw - xx;
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+ left.m_normal[1] = yw - yx;
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+ left.m_normal[2] = zw - zx;
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+ left.m_dist = ww - wx;
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+
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+ right.m_normal[0] = xw + xx;
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+ right.m_normal[1] = yw + yx;
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+ right.m_normal[2] = zw + zx;
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+ right.m_dist = ww + wx;
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+
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+ const float xy = _viewProj[ 1];
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+ const float yy = _viewProj[ 5];
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+ const float zy = _viewProj[ 9];
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+ const float wy = _viewProj[13];
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+
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+ top.m_normal[0] = xw + xy;
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+ top.m_normal[1] = yw + yy;
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+ top.m_normal[2] = zw + zy;
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+ top.m_dist = ww + wy;
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+
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+ bottom.m_normal[0] = xw - xy;
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+ bottom.m_normal[1] = yw - yy;
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+ bottom.m_normal[2] = zw - zy;
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+ bottom.m_dist = ww - wy;
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+
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+ Plane* plane = _result;
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+ for (uint32_t ii = 0; ii < 6; ++ii)
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+ {
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+ float invLen = 1.0f / bx::vec3Norm(plane->m_normal, plane->m_normal);
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+ plane->m_dist *= invLen;
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+ ++plane;
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+ }
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+}
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+
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+void intersectPlanes(float _result[3], const Plane& _pa, const Plane& _pb, const Plane& _pc)
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+{
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+ float axb[3];
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+ bx::vec3Cross(axb, _pa.m_normal, _pb.m_normal);
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+
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+ float bxc[3];
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+ bx::vec3Cross(bxc, _pb.m_normal, _pc.m_normal);
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+
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+ float cxa[3];
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+ bx::vec3Cross(cxa, _pc.m_normal, _pa.m_normal);
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+
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+ float tmp0[3];
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+ bx::vec3Mul(tmp0, bxc, _pa.m_dist);
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+
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+ float tmp1[3];
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+ bx::vec3Mul(tmp1, cxa, _pb.m_dist);
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+
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+ float tmp2[3];
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+ bx::vec3Mul(tmp2, axb, _pc.m_dist);
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+
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+ float tmp[3];
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+ bx::vec3Add(tmp, tmp0, tmp1);
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+ bx::vec3Add(tmp0, tmp, tmp2);
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+
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+ float denom = bx::vec3Dot(_pa.m_normal, bxc);
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+ bx::vec3Mul(_result, tmp0, -1.0f/denom);
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+}
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+
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Ray makeRay(float _x, float _y, const float* _invVp)
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{
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Ray ray;
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