/* Copyright (c) 2013 Daniele Bartolini, Michele Rossi Copyright (c) 2012 Daniele Bartolini, Simone Boscaratto 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 "Frustum.h" #include "Types.h" #include "Intersection.h" #include "Mat4.h" namespace crown { //----------------------------------------------------------------------------- Frustum::Frustum() { } //----------------------------------------------------------------------------- Frustum::Frustum(const Frustum& frustum) { m_planes[FP_LEFT] = frustum.m_planes[FP_LEFT]; m_planes[FP_RIGHT] = frustum.m_planes[FP_RIGHT]; m_planes[FP_BOTTOM] = frustum.m_planes[FP_BOTTOM]; m_planes[FP_TOP] = frustum.m_planes[FP_TOP]; m_planes[FP_NEAR] = frustum.m_planes[FP_NEAR]; m_planes[FP_FAR] = frustum.m_planes[FP_FAR]; } //----------------------------------------------------------------------------- bool Frustum::contains_point(const Vec3& point) const { if (m_planes[FP_LEFT].distance_to_point(point) < 0.0) return false; if (m_planes[FP_RIGHT].distance_to_point(point) < 0.0) return false; if (m_planes[FP_BOTTOM].distance_to_point(point) < 0.0) return false; if (m_planes[FP_TOP].distance_to_point(point) < 0.0) return false; if (m_planes[FP_NEAR].distance_to_point(point) < 0.0) return false; if (m_planes[FP_FAR].distance_to_point(point) < 0.0) return false; return true; } //----------------------------------------------------------------------------- Vec3 Frustum::vertex(uint32_t index) const { CE_ASSERT(index < 8, "Index must be < 8"); // 0 = Near bottom left // 1 = Near bottom right // 2 = Near top right // 3 = Near top left // 4 = Far bottom left // 5 = Far bottom right // 6 = Far top right // 7 = Far top left Vec3 ip; switch (index) { case 0: return Intersection::test_plane_3(m_planes[4], m_planes[0], m_planes[2], ip); case 1: return Intersection::test_plane_3(m_planes[4], m_planes[1], m_planes[2], ip); case 2: return Intersection::test_plane_3(m_planes[4], m_planes[1], m_planes[3], ip); case 3: return Intersection::test_plane_3(m_planes[4], m_planes[0], m_planes[3], ip); case 4: return Intersection::test_plane_3(m_planes[5], m_planes[0], m_planes[2], ip); case 5: return Intersection::test_plane_3(m_planes[5], m_planes[1], m_planes[2], ip); case 6: return Intersection::test_plane_3(m_planes[5], m_planes[1], m_planes[3], ip); case 7: return Intersection::test_plane_3(m_planes[5], m_planes[0], m_planes[3], ip); default: break; } return ip; } //----------------------------------------------------------------------------- void Frustum::from_matrix(const Mat4& m) { // Left plane m_planes[FP_LEFT].n.x = m.m[3] + m.m[0]; m_planes[FP_LEFT].n.y = m.m[7] + m.m[4]; m_planes[FP_LEFT].n.z = m.m[11] + m.m[8]; m_planes[FP_LEFT].d = m.m[15] + m.m[12]; // Right plane m_planes[FP_RIGHT].n.x = m.m[3] - m.m[0]; m_planes[FP_RIGHT].n.y = m.m[7] - m.m[4]; m_planes[FP_RIGHT].n.z = m.m[11] - m.m[8]; m_planes[FP_RIGHT].d = m.m[15] - m.m[12]; // Bottom plane m_planes[FP_BOTTOM].n.x = m.m[3] + m.m[1]; m_planes[FP_BOTTOM].n.y = m.m[7] + m.m[5]; m_planes[FP_BOTTOM].n.z = m.m[11] + m.m[9]; m_planes[FP_BOTTOM].d = m.m[15] + m.m[13]; // Top plane m_planes[FP_TOP].n.x = m.m[3] - m.m[1]; m_planes[FP_TOP].n.y = m.m[7] - m.m[5]; m_planes[FP_TOP].n.z = m.m[11] - m.m[9]; m_planes[FP_TOP].d = m.m[15] - m.m[13]; // Near plane m_planes[FP_NEAR].n.x = m.m[3] + m.m[2]; m_planes[FP_NEAR].n.y = m.m[7] + m.m[6]; m_planes[FP_NEAR].n.z = m.m[11] + m.m[10]; m_planes[FP_NEAR].d = m.m[15] + m.m[14]; // Far plane m_planes[FP_FAR].n.x = m.m[3] - m.m[2]; m_planes[FP_FAR].n.y = m.m[7] - m.m[6]; m_planes[FP_FAR].n.z = m.m[11] - m.m[10]; m_planes[FP_FAR].d = m.m[15] - m.m[14]; m_planes[FP_LEFT].normalize(); m_planes[FP_RIGHT].normalize(); m_planes[FP_BOTTOM].normalize(); m_planes[FP_TOP].normalize(); m_planes[FP_NEAR].normalize(); m_planes[FP_FAR].normalize(); } //----------------------------------------------------------------------------- Box Frustum::to_box() const { Box tmp; tmp.zero(); Vec3 vertices[8]; vertices[0] = vertex(0); vertices[1] = vertex(1); vertices[2] = vertex(2); vertices[3] = vertex(3); vertices[4] = vertex(4); vertices[5] = vertex(5); vertices[6] = vertex(6); vertices[7] = vertex(7); tmp.add_points(vertices, 8); return tmp; } } // namespace crown