Frustum.cpp 6.2 KB

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  1. //
  2. // Urho3D Engine
  3. // Copyright (c) 2008-2011 Lasse Öörni
  4. //
  5. // Permission is hereby granted, free of charge, to any person obtaining a copy
  6. // of this software and associated documentation files (the "Software"), to deal
  7. // in the Software without restriction, including without limitation the rights
  8. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  9. // copies of the Software, and to permit persons to whom the Software is
  10. // furnished to do so, subject to the following conditions:
  11. //
  12. // The above copyright notice and this permission notice shall be included in
  13. // all copies or substantial portions of the Software.
  14. //
  15. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  16. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  17. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  18. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  19. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  20. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  21. // THE SOFTWARE.
  22. //
  23. #include "Precompiled.h"
  24. #include "Frustum.h"
  25. inline Vector3 ClipEdgeZ(const Vector3& v0, const Vector3& v1, float clipZ)
  26. {
  27. return Vector3(
  28. v1.x_ + (v0.x_ - v1.x_) * ((clipZ - v1.z_) / (v0.z_ - v1.z_)),
  29. v1.y_ + (v0.y_ - v1.y_) * ((clipZ - v1.z_) / (v0.z_ - v1.z_)),
  30. clipZ
  31. );
  32. }
  33. void ProjectAndMergeEdge(Vector3 v0, Vector3 v1, Rect& rect, const Matrix4& projection)
  34. {
  35. // Check if both vertices behind near plane
  36. if (v0.z_ < M_MIN_NEARCLIP && v1.z_ < M_MIN_NEARCLIP)
  37. return;
  38. // Check if need to clip one of the vertices
  39. if (v1.z_ < M_MIN_NEARCLIP)
  40. v1 = ClipEdgeZ(v1, v0, M_MIN_NEARCLIP);
  41. else if (v0.z_ < M_MIN_NEARCLIP)
  42. v0 = ClipEdgeZ(v0, v1, M_MIN_NEARCLIP);
  43. // Project, perspective divide and merge
  44. Vector3 tV0(projection * v0);
  45. Vector3 tV1(projection * v1);
  46. rect.Merge(Vector2(tV0.x_, tV0.y_));
  47. rect.Merge(Vector2(tV1.x_, tV1.y_));
  48. }
  49. Frustum::Frustum() :
  50. defined_(false)
  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. defined_ = rhs.defined_;
  64. return *this;
  65. }
  66. void Frustum::Define(float fov, float aspectRatio, float zoom, float nearZ, float farZ, const Matrix3x4& transform)
  67. {
  68. float halfViewSize = tanf(fov * M_DEGTORAD * 0.5f) / zoom;
  69. Vector3 near;
  70. Vector3 far;
  71. nearZ = Max(nearZ, 0.0f);
  72. farZ = Max(farZ, nearZ);
  73. near.z_ = nearZ;
  74. near.y_ = near.z_ * halfViewSize;
  75. near.x_ = near.y_ * aspectRatio;
  76. far.z_ = farZ;
  77. far.y_ = far.z_ * halfViewSize;
  78. far.x_ = far.y_ * aspectRatio;
  79. Define(near, far, transform);
  80. }
  81. void Frustum::Define(const Vector3& near, const Vector3& far, const Matrix3x4& transform)
  82. {
  83. vertices_[0] = transform * near;
  84. vertices_[1] = transform * Vector3(near.x_, -near.y_, near.z_);
  85. vertices_[2] = transform * Vector3(-near.x_, -near.y_, near.z_);
  86. vertices_[3] = transform * Vector3(-near.x_, near.y_, near.z_);
  87. vertices_[4] = transform * far;
  88. vertices_[5] = transform * Vector3(far.x_, -far.y_, far.z_);
  89. vertices_[6] = transform * Vector3(-far.x_, -far.y_, far.z_);
  90. vertices_[7] = transform * Vector3(-far.x_, far.y_, far.z_);
  91. UpdatePlanes();
  92. }
  93. void Frustum::DefineOrtho(float orthoSize, float aspectRatio, float zoom, float nearZ, float farZ, const Matrix3x4& transform)
  94. {
  95. float halfViewSize = orthoSize * 0.5f / zoom;
  96. Vector3 near;
  97. Vector3 far;
  98. nearZ = Max(nearZ, 0.0f);
  99. farZ = Max(farZ, nearZ);
  100. near.z_ = nearZ;
  101. far.z_ = farZ;
  102. far.y_ = near.y_ = halfViewSize;
  103. far.x_ = near.x_ = near.y_ * aspectRatio;
  104. Define(near, far, transform);
  105. }
  106. void Frustum::Transform(const Matrix3& transform)
  107. {
  108. for (unsigned i = 0; i < NUM_FRUSTUM_VERTICES; ++i)
  109. vertices_[i] = transform * vertices_[i];
  110. UpdatePlanes();
  111. }
  112. void Frustum::Transform(const Matrix3x4& transform)
  113. {
  114. for (unsigned i = 0; i < NUM_FRUSTUM_VERTICES; ++i)
  115. vertices_[i] = transform * vertices_[i];
  116. UpdatePlanes();
  117. }
  118. Frustum Frustum::Transformed(const Matrix3& transform) const
  119. {
  120. Frustum transformed;
  121. for (unsigned i = 0; i < NUM_FRUSTUM_VERTICES; ++i)
  122. transformed.vertices_[i] = transform * vertices_[i];
  123. transformed.UpdatePlanes();
  124. return transformed;
  125. }
  126. Frustum Frustum::Transformed(const Matrix3x4& transform) const
  127. {
  128. Frustum transformed;
  129. for (unsigned i = 0; i < NUM_FRUSTUM_VERTICES; ++i)
  130. transformed.vertices_[i] = transform * vertices_[i];
  131. transformed.UpdatePlanes();
  132. return transformed;
  133. }
  134. Rect Frustum::Projected(const Matrix4& projection) const
  135. {
  136. Rect rect;
  137. ProjectAndMergeEdge(vertices_[0], vertices_[4], rect, projection);
  138. ProjectAndMergeEdge(vertices_[1], vertices_[5], rect, projection);
  139. ProjectAndMergeEdge(vertices_[2], vertices_[6], rect, projection);
  140. ProjectAndMergeEdge(vertices_[3], vertices_[7], rect, projection);
  141. ProjectAndMergeEdge(vertices_[4], vertices_[5], rect, projection);
  142. ProjectAndMergeEdge(vertices_[5], vertices_[6], rect, projection);
  143. ProjectAndMergeEdge(vertices_[6], vertices_[7], rect, projection);
  144. ProjectAndMergeEdge(vertices_[7], vertices_[4], rect, projection);
  145. return rect;
  146. }
  147. void Frustum::UpdatePlanes()
  148. {
  149. planes_[PLANE_NEAR].Define(vertices_[2], vertices_[1], vertices_[0]);
  150. planes_[PLANE_LEFT].Define(vertices_[3], vertices_[7], vertices_[6]);
  151. planes_[PLANE_RIGHT].Define(vertices_[1], vertices_[5], vertices_[4]);
  152. planes_[PLANE_UP].Define(vertices_[0], vertices_[4], vertices_[7]);
  153. planes_[PLANE_DOWN].Define(vertices_[6], vertices_[5], vertices_[1]);
  154. planes_[PLANE_FAR].Define(vertices_[5], vertices_[6], vertices_[7]);
  155. defined_ = true;
  156. }