Files
FlaxEngine/Source/Engine/Core/Math/BoundingFrustum.cpp
2023-01-10 15:29:37 +01:00

181 lines
5.6 KiB
C++

// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
#include "BoundingFrustum.h"
#include "BoundingBox.h"
#include "BoundingSphere.h"
#include "../Types/String.h"
String BoundingFrustum::ToString() const
{
return String::Format(TEXT("{}"), *this);
}
void BoundingFrustum::SetMatrix(const Matrix& matrix)
{
// Set matrix
_matrix = matrix;
// Source:
// http://www.chadvernon.com/blog/resources/directx9/frustum-culling/
// Left plane
_pLeft.Normal.X = matrix.M14 + matrix.M11;
_pLeft.Normal.Y = matrix.M24 + matrix.M21;
_pLeft.Normal.Z = matrix.M34 + matrix.M31;
_pLeft.D = matrix.M44 + matrix.M41;
_pLeft.Normalize();
// Right plane
_pRight.Normal.X = matrix.M14 - matrix.M11;
_pRight.Normal.Y = matrix.M24 - matrix.M21;
_pRight.Normal.Z = matrix.M34 - matrix.M31;
_pRight.D = matrix.M44 - matrix.M41;
_pRight.Normalize();
// Top plane
_pTop.Normal.X = matrix.M14 - matrix.M12;
_pTop.Normal.Y = matrix.M24 - matrix.M22;
_pTop.Normal.Z = matrix.M34 - matrix.M32;
_pTop.D = matrix.M44 - matrix.M42;
_pTop.Normalize();
// Bottom plane
_pBottom.Normal.X = matrix.M14 + matrix.M12;
_pBottom.Normal.Y = matrix.M24 + matrix.M22;
_pBottom.Normal.Z = matrix.M34 + matrix.M32;
_pBottom.D = matrix.M44 + matrix.M42;
_pBottom.Normalize();
// Near plane
_pNear.Normal.X = matrix.M13;
_pNear.Normal.Y = matrix.M23;
_pNear.Normal.Z = matrix.M33;
_pNear.D = matrix.M43;
_pNear.Normalize();
// Far plane
_pFar.Normal.X = matrix.M14 - matrix.M13;
_pFar.Normal.Y = matrix.M24 - matrix.M23;
_pFar.Normal.Z = matrix.M34 - matrix.M33;
_pFar.D = matrix.M44 - matrix.M43;
_pFar.Normalize();
}
Plane BoundingFrustum::GetPlane(int32 index) const
{
if (index > 5)
return Plane();
return _planes[index];
}
static Vector3 Get3PlanesInterPoint(const Plane& p1, const Plane& p2, const Plane& p3)
{
const Vector3 n2Xn3 = Vector3::Cross(p2.Normal, p3.Normal);
const Vector3 n3Xn1 = Vector3::Cross(p3.Normal, p1.Normal);
const Vector3 n1Xn2 = Vector3::Cross(p1.Normal, p2.Normal);
const Real div1 = Vector3::Dot(p1.Normal, n2Xn3);
const Real div2 = Vector3::Dot(p2.Normal, n3Xn1);
const Real div3 = Vector3::Dot(p3.Normal, n1Xn2);
if (Math::IsZero(div1 * div2 * div3))
return Vector3::Zero;
return n2Xn3 * (-p1.D / div1) - n3Xn1 * (p2.D / div2) - n1Xn2 * (p3.D / div3);
}
void BoundingFrustum::GetCorners(Float3 corners[8]) const
{
corners[0] = Get3PlanesInterPoint(_pNear, _pBottom, _pRight);
corners[1] = Get3PlanesInterPoint(_pNear, _pTop, _pRight);
corners[2] = Get3PlanesInterPoint(_pNear, _pTop, _pLeft);
corners[3] = Get3PlanesInterPoint(_pNear, _pBottom, _pLeft);
corners[4] = Get3PlanesInterPoint(_pFar, _pBottom, _pRight);
corners[5] = Get3PlanesInterPoint(_pFar, _pTop, _pRight);
corners[6] = Get3PlanesInterPoint(_pFar, _pTop, _pLeft);
corners[7] = Get3PlanesInterPoint(_pFar, _pBottom, _pLeft);
}
void BoundingFrustum::GetCorners(Double3 corners[8]) const
{
corners[0] = Get3PlanesInterPoint(_pNear, _pBottom, _pRight);
corners[1] = Get3PlanesInterPoint(_pNear, _pTop, _pRight);
corners[2] = Get3PlanesInterPoint(_pNear, _pTop, _pLeft);
corners[3] = Get3PlanesInterPoint(_pNear, _pBottom, _pLeft);
corners[4] = Get3PlanesInterPoint(_pFar, _pBottom, _pRight);
corners[5] = Get3PlanesInterPoint(_pFar, _pTop, _pRight);
corners[6] = Get3PlanesInterPoint(_pFar, _pTop, _pLeft);
corners[7] = Get3PlanesInterPoint(_pFar, _pBottom, _pLeft);
}
void BoundingFrustum::GetBox(BoundingBox& result) const
{
Vector3 corners[8];
GetCorners(corners);
BoundingBox::FromPoints(corners, 8, result);
}
void BoundingFrustum::GetSphere(BoundingSphere& result) const
{
Vector3 corners[8];
GetCorners(corners);
BoundingSphere::FromPoints(corners, 8, result);
}
float BoundingFrustum::GetWidthAtDepth(float depth) const
{
const float hAngle = PI / 2.0f - Math::Acos((float)Vector3::Dot(_pNear.Normal, _pLeft.Normal));
return Math::Tan(hAngle) * depth * 2.0f;
}
float BoundingFrustum::GetHeightAtDepth(float depth) const
{
const float vAngle = PI / 2.0f - Math::Acos((float)Vector3::Dot(_pNear.Normal, _pTop.Normal));
return Math::Tan(vAngle) * depth * 2.0f;
}
ContainmentType BoundingFrustum::Contains(const Vector3& point) const
{
PlaneIntersectionType result = PlaneIntersectionType::Front;
for (int32 i = 0; i < 6; i++)
{
const PlaneIntersectionType planeResult = _planes[i].Intersects(point);
switch (planeResult)
{
case PlaneIntersectionType::Back:
return ContainmentType::Disjoint;
case PlaneIntersectionType::Intersecting:
result = PlaneIntersectionType::Intersecting;
break;
}
}
switch (result)
{
case PlaneIntersectionType::Intersecting:
return ContainmentType::Intersects;
default:
return ContainmentType::Contains;
}
}
ContainmentType BoundingFrustum::Contains(const BoundingSphere& sphere) const
{
auto result = PlaneIntersectionType::Front;
for (int32 i = 0; i < 6; i++)
{
const PlaneIntersectionType planeResult = _planes[i].Intersects(sphere);
switch (planeResult)
{
case PlaneIntersectionType::Back:
return ContainmentType::Disjoint;
case PlaneIntersectionType::Intersecting:
result = PlaneIntersectionType::Intersecting;
break;
}
}
switch (result)
{
case PlaneIntersectionType::Intersecting:
return ContainmentType::Intersects;
default:
return ContainmentType::Contains;
}
}