Frustum.cpp 7.2 KB

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  1. //
  2. // Copyright (c) 2008-2013 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include "Precompiled.h"
  23. #include "Frustum.h"
  24. namespace Urho3D
  25. {
  26. inline Vector3 ClipEdgeZ(const Vector3& v0, const Vector3& v1, float clipZ)
  27. {
  28. return Vector3(
  29. v1.x_ + (v0.x_ - v1.x_) * ((clipZ - v1.z_) / (v0.z_ - v1.z_)),
  30. v1.y_ + (v0.y_ - v1.y_) * ((clipZ - v1.z_) / (v0.z_ - v1.z_)),
  31. clipZ
  32. );
  33. }
  34. void ProjectAndMergeEdge(Vector3 v0, Vector3 v1, Rect& rect, const Matrix4& projection)
  35. {
  36. // Check if both vertices behind near plane
  37. if (v0.z_ < M_MIN_NEARCLIP && v1.z_ < M_MIN_NEARCLIP)
  38. return;
  39. // Check if need to clip one of the vertices
  40. if (v1.z_ < M_MIN_NEARCLIP)
  41. v1 = ClipEdgeZ(v1, v0, M_MIN_NEARCLIP);
  42. else if (v0.z_ < M_MIN_NEARCLIP)
  43. v0 = ClipEdgeZ(v0, v1, M_MIN_NEARCLIP);
  44. // Project, perspective divide and merge
  45. Vector3 tV0(projection * v0);
  46. Vector3 tV1(projection * v1);
  47. rect.Merge(Vector2(tV0.x_, tV0.y_));
  48. rect.Merge(Vector2(tV1.x_, tV1.y_));
  49. }
  50. Frustum::Frustum()
  51. {
  52. }
  53. Frustum::Frustum(const Frustum& frustum)
  54. {
  55. *this = frustum;
  56. }
  57. Frustum& Frustum::operator = (const Frustum& rhs)
  58. {
  59. for (unsigned i = 0; i < NUM_FRUSTUM_PLANES; ++i)
  60. planes_[i] = rhs.planes_[i];
  61. for (unsigned i = 0; i < NUM_FRUSTUM_VERTICES; ++i)
  62. vertices_[i] = rhs.vertices_[i];
  63. return *this;
  64. }
  65. void Frustum::Define(float fov, float aspectRatio, float zoom, float nearZ, float farZ, const Matrix3x4& transform)
  66. {
  67. nearZ = Max(nearZ, 0.0f);
  68. farZ = Max(farZ, nearZ);
  69. float halfViewSize = tanf(fov * M_DEGTORAD_2) / zoom;
  70. Vector3 near, far;
  71. near.z_ = nearZ;
  72. near.y_ = near.z_ * halfViewSize;
  73. near.x_ = near.y_ * aspectRatio;
  74. far.z_ = farZ;
  75. far.y_ = far.z_ * halfViewSize;
  76. far.x_ = far.y_ * aspectRatio;
  77. Define(near, far, transform);
  78. }
  79. void Frustum::Define(const Vector3& near, const Vector3& far, const Matrix3x4& transform)
  80. {
  81. vertices_[0] = transform * near;
  82. vertices_[1] = transform * Vector3(near.x_, -near.y_, near.z_);
  83. vertices_[2] = transform * Vector3(-near.x_, -near.y_, near.z_);
  84. vertices_[3] = transform * Vector3(-near.x_, near.y_, near.z_);
  85. vertices_[4] = transform * far;
  86. vertices_[5] = transform * Vector3(far.x_, -far.y_, far.z_);
  87. vertices_[6] = transform * Vector3(-far.x_, -far.y_, far.z_);
  88. vertices_[7] = transform * Vector3(-far.x_, far.y_, far.z_);
  89. UpdatePlanes();
  90. }
  91. void Frustum::Define(const BoundingBox& box, const Matrix3x4& transform)
  92. {
  93. vertices_[0] = transform * Vector3(box.max_.x_, box.max_.y_, box.min_.z_);
  94. vertices_[1] = transform * Vector3(box.max_.x_, box.min_.y_, box.min_.z_);
  95. vertices_[2] = transform * Vector3(box.min_.x_, box.min_.y_, box.min_.z_);
  96. vertices_[3] = transform * Vector3(box.min_.x_, box.max_.y_, box.min_.z_);
  97. vertices_[4] = transform * Vector3(box.max_.x_, box.max_.y_, box.max_.z_);
  98. vertices_[5] = transform * Vector3(box.max_.x_, box.min_.y_, box.max_.z_);
  99. vertices_[6] = transform * Vector3(box.min_.x_, box.min_.y_, box.max_.z_);
  100. vertices_[7] = transform * Vector3(box.min_.x_, box.max_.y_, box.max_.z_);
  101. UpdatePlanes();
  102. }
  103. void Frustum::DefineOrtho(float orthoSize, float aspectRatio, float zoom, float nearZ, float farZ, const Matrix3x4& transform)
  104. {
  105. nearZ = Max(nearZ, 0.0f);
  106. farZ = Max(farZ, nearZ);
  107. float halfViewSize = orthoSize * 0.5f / zoom;
  108. Vector3 near, far;
  109. near.z_ = nearZ;
  110. far.z_ = farZ;
  111. far.y_ = near.y_ = halfViewSize;
  112. far.x_ = near.x_ = near.y_ * aspectRatio;
  113. Define(near, far, transform);
  114. }
  115. void Frustum::Transform(const Matrix3& transform)
  116. {
  117. for (unsigned i = 0; i < NUM_FRUSTUM_VERTICES; ++i)
  118. vertices_[i] = transform * vertices_[i];
  119. UpdatePlanes();
  120. }
  121. void Frustum::Transform(const Matrix3x4& transform)
  122. {
  123. for (unsigned i = 0; i < NUM_FRUSTUM_VERTICES; ++i)
  124. vertices_[i] = transform * vertices_[i];
  125. UpdatePlanes();
  126. }
  127. Frustum Frustum::Transformed(const Matrix3& transform) const
  128. {
  129. Frustum transformed;
  130. for (unsigned i = 0; i < NUM_FRUSTUM_VERTICES; ++i)
  131. transformed.vertices_[i] = transform * vertices_[i];
  132. transformed.UpdatePlanes();
  133. return transformed;
  134. }
  135. Frustum Frustum::Transformed(const Matrix3x4& transform) const
  136. {
  137. Frustum transformed;
  138. for (unsigned i = 0; i < NUM_FRUSTUM_VERTICES; ++i)
  139. transformed.vertices_[i] = transform * vertices_[i];
  140. transformed.UpdatePlanes();
  141. return transformed;
  142. }
  143. Rect Frustum::Projected(const Matrix4& projection) const
  144. {
  145. Rect rect;
  146. ProjectAndMergeEdge(vertices_[0], vertices_[4], rect, projection);
  147. ProjectAndMergeEdge(vertices_[1], vertices_[5], rect, projection);
  148. ProjectAndMergeEdge(vertices_[2], vertices_[6], rect, projection);
  149. ProjectAndMergeEdge(vertices_[3], vertices_[7], rect, projection);
  150. ProjectAndMergeEdge(vertices_[4], vertices_[5], rect, projection);
  151. ProjectAndMergeEdge(vertices_[5], vertices_[6], rect, projection);
  152. ProjectAndMergeEdge(vertices_[6], vertices_[7], rect, projection);
  153. ProjectAndMergeEdge(vertices_[7], vertices_[4], rect, projection);
  154. return rect;
  155. }
  156. void Frustum::UpdatePlanes()
  157. {
  158. planes_[PLANE_NEAR].Define(vertices_[2], vertices_[1], vertices_[0]);
  159. planes_[PLANE_LEFT].Define(vertices_[3], vertices_[7], vertices_[6]);
  160. planes_[PLANE_RIGHT].Define(vertices_[1], vertices_[5], vertices_[4]);
  161. planes_[PLANE_UP].Define(vertices_[0], vertices_[4], vertices_[7]);
  162. planes_[PLANE_DOWN].Define(vertices_[6], vertices_[5], vertices_[1]);
  163. planes_[PLANE_FAR].Define(vertices_[5], vertices_[6], vertices_[7]);
  164. // Check if we ended up with inverted planes (reflected transform) and flip in that case
  165. if (planes_[PLANE_NEAR].Distance(vertices_[5]) < 0.0f)
  166. {
  167. for (unsigned i = 0; i < NUM_FRUSTUM_PLANES; ++i)
  168. {
  169. planes_[i].normal_ = -planes_[i].normal_;
  170. planes_[i].intercept_ = -planes_[i].intercept_;
  171. }
  172. }
  173. }
  174. }