Frustum.cpp 6.9 KB

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  1. //
  2. // Urho3D Engine
  3. // Copyright (c) 2008-2012 Lasse Oorni
  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. namespace Urho3D
  26. {
  27. inline Vector3 ClipEdgeZ(const Vector3& v0, const Vector3& v1, float clipZ)
  28. {
  29. return Vector3(
  30. v1.x_ + (v0.x_ - v1.x_) * ((clipZ - v1.z_) / (v0.z_ - v1.z_)),
  31. v1.y_ + (v0.y_ - v1.y_) * ((clipZ - v1.z_) / (v0.z_ - v1.z_)),
  32. clipZ
  33. );
  34. }
  35. void ProjectAndMergeEdge(Vector3 v0, Vector3 v1, Rect& rect, const Matrix4& projection)
  36. {
  37. // Check if both vertices behind near plane
  38. if (v0.z_ < M_MIN_NEARCLIP && v1.z_ < M_MIN_NEARCLIP)
  39. return;
  40. // Check if need to clip one of the vertices
  41. if (v1.z_ < M_MIN_NEARCLIP)
  42. v1 = ClipEdgeZ(v1, v0, M_MIN_NEARCLIP);
  43. else if (v0.z_ < M_MIN_NEARCLIP)
  44. v0 = ClipEdgeZ(v0, v1, M_MIN_NEARCLIP);
  45. // Project, perspective divide and merge
  46. Vector3 tV0(projection * v0);
  47. Vector3 tV1(projection * v1);
  48. rect.Merge(Vector2(tV0.x_, tV0.y_));
  49. rect.Merge(Vector2(tV1.x_, tV1.y_));
  50. }
  51. Frustum::Frustum() :
  52. defined_(false)
  53. {
  54. }
  55. Frustum::Frustum(const Frustum& frustum)
  56. {
  57. *this = frustum;
  58. }
  59. Frustum& Frustum::operator = (const Frustum& rhs)
  60. {
  61. for (unsigned i = 0; i < NUM_FRUSTUM_PLANES; ++i)
  62. planes_[i] = rhs.planes_[i];
  63. for (unsigned i = 0; i < NUM_FRUSTUM_VERTICES; ++i)
  64. vertices_[i] = rhs.vertices_[i];
  65. defined_ = rhs.defined_;
  66. return *this;
  67. }
  68. void Frustum::Define(float fov, float aspectRatio, float zoom, float nearZ, float farZ, const Matrix3x4& transform)
  69. {
  70. nearZ = Max(nearZ, 0.0f);
  71. farZ = Max(farZ, nearZ);
  72. float halfViewSize = tanf(fov * M_DEGTORAD * 0.5f) / zoom;
  73. Vector3 near, far;
  74. near.z_ = nearZ;
  75. near.y_ = near.z_ * halfViewSize;
  76. near.x_ = near.y_ * aspectRatio;
  77. far.z_ = farZ;
  78. far.y_ = far.z_ * halfViewSize;
  79. far.x_ = far.y_ * aspectRatio;
  80. Define(near, far, transform);
  81. }
  82. void Frustum::Define(const Vector3& near, const Vector3& far, const Matrix3x4& transform)
  83. {
  84. vertices_[0] = transform * near;
  85. vertices_[1] = transform * Vector3(near.x_, -near.y_, near.z_);
  86. vertices_[2] = transform * Vector3(-near.x_, -near.y_, near.z_);
  87. vertices_[3] = transform * Vector3(-near.x_, near.y_, near.z_);
  88. vertices_[4] = transform * far;
  89. vertices_[5] = transform * Vector3(far.x_, -far.y_, far.z_);
  90. vertices_[6] = transform * Vector3(-far.x_, -far.y_, far.z_);
  91. vertices_[7] = transform * Vector3(-far.x_, far.y_, far.z_);
  92. UpdatePlanes();
  93. }
  94. void Frustum::Define(const BoundingBox& box, const Matrix3x4& transform)
  95. {
  96. vertices_[0] = transform * Vector3(box.max_.x_, box.max_.y_, box.min_.z_);
  97. vertices_[1] = transform * Vector3(box.max_.x_, box.min_.y_, box.min_.z_);
  98. vertices_[2] = transform * Vector3(box.min_.x_, box.min_.y_, box.min_.z_);
  99. vertices_[3] = transform * Vector3(box.min_.x_, box.max_.y_, box.min_.z_);
  100. vertices_[4] = transform * Vector3(box.max_.x_, box.max_.y_, box.max_.z_);
  101. vertices_[5] = transform * Vector3(box.max_.x_, box.min_.y_, box.max_.z_);
  102. vertices_[6] = transform * Vector3(box.min_.x_, box.min_.y_, box.max_.z_);
  103. vertices_[7] = transform * Vector3(box.min_.x_, box.max_.y_, box.max_.z_);
  104. UpdatePlanes();
  105. }
  106. void Frustum::DefineOrtho(float orthoSize, float aspectRatio, float zoom, float nearZ, float farZ, const Matrix3x4& transform)
  107. {
  108. nearZ = Max(nearZ, 0.0f);
  109. farZ = Max(farZ, nearZ);
  110. float halfViewSize = orthoSize * 0.5f / zoom;
  111. Vector3 near, far;
  112. near.z_ = nearZ;
  113. far.z_ = farZ;
  114. far.y_ = near.y_ = halfViewSize;
  115. far.x_ = near.x_ = near.y_ * aspectRatio;
  116. Define(near, far, transform);
  117. }
  118. void Frustum::Transform(const Matrix3& transform)
  119. {
  120. for (unsigned i = 0; i < NUM_FRUSTUM_VERTICES; ++i)
  121. vertices_[i] = transform * vertices_[i];
  122. UpdatePlanes();
  123. }
  124. void Frustum::Transform(const Matrix3x4& transform)
  125. {
  126. for (unsigned i = 0; i < NUM_FRUSTUM_VERTICES; ++i)
  127. vertices_[i] = transform * vertices_[i];
  128. UpdatePlanes();
  129. }
  130. Frustum Frustum::Transformed(const Matrix3& transform) const
  131. {
  132. Frustum transformed;
  133. for (unsigned i = 0; i < NUM_FRUSTUM_VERTICES; ++i)
  134. transformed.vertices_[i] = transform * vertices_[i];
  135. transformed.UpdatePlanes();
  136. return transformed;
  137. }
  138. Frustum Frustum::Transformed(const Matrix3x4& transform) const
  139. {
  140. Frustum transformed;
  141. for (unsigned i = 0; i < NUM_FRUSTUM_VERTICES; ++i)
  142. transformed.vertices_[i] = transform * vertices_[i];
  143. transformed.UpdatePlanes();
  144. return transformed;
  145. }
  146. Rect Frustum::Projected(const Matrix4& projection) const
  147. {
  148. Rect rect;
  149. ProjectAndMergeEdge(vertices_[0], vertices_[4], rect, projection);
  150. ProjectAndMergeEdge(vertices_[1], vertices_[5], rect, projection);
  151. ProjectAndMergeEdge(vertices_[2], vertices_[6], rect, projection);
  152. ProjectAndMergeEdge(vertices_[3], vertices_[7], rect, projection);
  153. ProjectAndMergeEdge(vertices_[4], vertices_[5], rect, projection);
  154. ProjectAndMergeEdge(vertices_[5], vertices_[6], rect, projection);
  155. ProjectAndMergeEdge(vertices_[6], vertices_[7], rect, projection);
  156. ProjectAndMergeEdge(vertices_[7], vertices_[4], rect, projection);
  157. return rect;
  158. }
  159. void Frustum::UpdatePlanes()
  160. {
  161. planes_[PLANE_NEAR].Define(vertices_[2], vertices_[1], vertices_[0]);
  162. planes_[PLANE_LEFT].Define(vertices_[3], vertices_[7], vertices_[6]);
  163. planes_[PLANE_RIGHT].Define(vertices_[1], vertices_[5], vertices_[4]);
  164. planes_[PLANE_UP].Define(vertices_[0], vertices_[4], vertices_[7]);
  165. planes_[PLANE_DOWN].Define(vertices_[6], vertices_[5], vertices_[1]);
  166. planes_[PLANE_FAR].Define(vertices_[5], vertices_[6], vertices_[7]);
  167. defined_ = true;
  168. }
  169. }