212 lines
5.7 KiB
C++
212 lines
5.7 KiB
C++
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
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#include "BoundingFrustum.h"
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#include "BoundingBox.h"
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#include "BoundingSphere.h"
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#include "../Types/String.h"
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String BoundingFrustum::ToString() const
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{
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return String::Format(TEXT("{}"), *this);
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}
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void BoundingFrustum::SetMatrix(const Matrix& matrix)
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{
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// Set matrix
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_matrix = matrix;
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// Source:
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// http://www.chadvernon.com/blog/resources/directx9/frustum-culling/
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// Left plane
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_pLeft.Normal.X = matrix.M14 + matrix.M11;
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_pLeft.Normal.Y = matrix.M24 + matrix.M21;
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_pLeft.Normal.Z = matrix.M34 + matrix.M31;
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_pLeft.D = matrix.M44 + matrix.M41;
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_pLeft.Normalize();
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// Right plane
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_pRight.Normal.X = matrix.M14 - matrix.M11;
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_pRight.Normal.Y = matrix.M24 - matrix.M21;
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_pRight.Normal.Z = matrix.M34 - matrix.M31;
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_pRight.D = matrix.M44 - matrix.M41;
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_pRight.Normalize();
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// Top plane
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_pTop.Normal.X = matrix.M14 - matrix.M12;
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_pTop.Normal.Y = matrix.M24 - matrix.M22;
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_pTop.Normal.Z = matrix.M34 - matrix.M32;
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_pTop.D = matrix.M44 - matrix.M42;
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_pTop.Normalize();
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// Bottom plane
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_pBottom.Normal.X = matrix.M14 + matrix.M12;
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_pBottom.Normal.Y = matrix.M24 + matrix.M22;
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_pBottom.Normal.Z = matrix.M34 + matrix.M32;
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_pBottom.D = matrix.M44 + matrix.M42;
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_pBottom.Normalize();
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// Near plane
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_pNear.Normal.X = matrix.M13;
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_pNear.Normal.Y = matrix.M23;
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_pNear.Normal.Z = matrix.M33;
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_pNear.D = matrix.M43;
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_pNear.Normalize();
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// Far plane
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_pFar.Normal.X = matrix.M14 - matrix.M13;
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_pFar.Normal.Y = matrix.M24 - matrix.M23;
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_pFar.Normal.Z = matrix.M34 - matrix.M33;
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_pFar.D = matrix.M44 - matrix.M43;
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_pFar.Normalize();
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}
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Plane BoundingFrustum::GetPlane(int32 index) const
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{
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switch (index)
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{
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case 0:
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return _pLeft;
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case 1:
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return _pRight;
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case 2:
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return _pTop;
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case 3:
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return _pBottom;
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case 4:
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return _pNear;
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case 5:
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return _pFar;
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default:
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return Plane();
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}
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}
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void BoundingFrustum::GetCorners(Vector3 corners[8]) const
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{
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corners[0] = Get3PlanesInterPoint(_pNear, _pBottom, _pRight);
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corners[1] = Get3PlanesInterPoint(_pNear, _pTop, _pRight);
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corners[2] = Get3PlanesInterPoint(_pNear, _pTop, _pLeft);
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corners[3] = Get3PlanesInterPoint(_pNear, _pBottom, _pLeft);
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corners[4] = Get3PlanesInterPoint(_pFar, _pBottom, _pRight);
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corners[5] = Get3PlanesInterPoint(_pFar, _pTop, _pRight);
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corners[6] = Get3PlanesInterPoint(_pFar, _pTop, _pLeft);
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corners[7] = Get3PlanesInterPoint(_pFar, _pBottom, _pLeft);
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}
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void BoundingFrustum::GetBox(BoundingBox& result) const
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{
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Vector3 corners[8];
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GetCorners(corners);
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BoundingBox::FromPoints(corners, 8, result);
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}
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void BoundingFrustum::GetSphere(BoundingSphere& result) const
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{
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Vector3 corners[8];
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GetCorners(corners);
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BoundingSphere::FromPoints(corners, 8, result);
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}
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float BoundingFrustum::GetWidthAtDepth(float depth) const
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{
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const float hAngle = PI / 2.0f - Math::Acos(Vector3::Dot(_pNear.Normal, _pLeft.Normal));
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return Math::Tan(hAngle) * depth * 2.0f;
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}
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float BoundingFrustum::GetHeightAtDepth(float depth) const
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{
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const float vAngle = PI / 2.0f - Math::Acos(Vector3::Dot(_pNear.Normal, _pTop.Normal));
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return Math::Tan(vAngle) * depth * 2.0f;
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}
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ContainmentType BoundingFrustum::Contains(const Vector3& point) const
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{
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PlaneIntersectionType result = PlaneIntersectionType::Front;
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PlaneIntersectionType planeResult = PlaneIntersectionType::Front;
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for (int i = 0; i < 6; i++)
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{
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switch (i)
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{
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case 0:
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planeResult = _pNear.Intersects(point);
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break;
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case 1:
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planeResult = _pFar.Intersects(point);
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break;
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case 2:
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planeResult = _pLeft.Intersects(point);
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break;
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case 3:
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planeResult = _pRight.Intersects(point);
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break;
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case 4:
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planeResult = _pTop.Intersects(point);
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break;
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case 5:
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planeResult = _pBottom.Intersects(point);
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break;
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}
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switch (planeResult)
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{
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case PlaneIntersectionType::Back:
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return ContainmentType::Disjoint;
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case PlaneIntersectionType::Intersecting:
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result = PlaneIntersectionType::Intersecting;
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break;
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}
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}
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switch (result)
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{
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case PlaneIntersectionType::Intersecting:
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return ContainmentType::Intersects;
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default:
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return ContainmentType::Contains;
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}
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}
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ContainmentType BoundingFrustum::Contains(const BoundingSphere& sphere) const
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{
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auto result = PlaneIntersectionType::Front;
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auto planeResult = PlaneIntersectionType::Front;
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for (int i = 0; i < 6; i++)
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{
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switch (i)
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{
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case 0:
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planeResult = _pNear.Intersects(sphere);
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break;
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case 1:
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planeResult = _pFar.Intersects(sphere);
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break;
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case 2:
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planeResult = _pLeft.Intersects(sphere);
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break;
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case 3:
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planeResult = _pRight.Intersects(sphere);
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break;
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case 4:
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planeResult = _pTop.Intersects(sphere);
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break;
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case 5:
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planeResult = _pBottom.Intersects(sphere);
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break;
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}
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switch (planeResult)
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{
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case PlaneIntersectionType::Back:
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return ContainmentType::Disjoint;
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case PlaneIntersectionType::Intersecting:
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result = PlaneIntersectionType::Intersecting;
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break;
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}
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}
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switch (result)
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{
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case PlaneIntersectionType::Intersecting:
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return ContainmentType::Intersects;
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default:
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return ContainmentType::Contains;
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}
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}
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