celestia/src/celmath/frustum.cpp

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// frustum.cpp
//
// Copyright (C) 2000, Chris Laurel <claurel@shatters.net>
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
#include "frustum.h"
#include <Eigen/LU>
#include <cmath>
using namespace Eigen;
Frustum::Frustum(float fov, float aspectRatio, float n) :
infinite(true)
{
init(fov, aspectRatio, n, n);
}
Frustum::Frustum(float fov, float aspectRatio, float n, float f) :
infinite(false)
{
init(fov, aspectRatio, n, f);
}
void Frustum::init(float fov, float aspectRatio, float n, float f)
{
float h = std::tan(fov / 2.0f);
float w = h * aspectRatio;
Vector3f normals[4];
normals[Bottom] = Vector3f( 0.0f, 1.0f, -h);
normals[Top] = Vector3f( 0.0f, -1.0f, -h);
normals[Left] = Vector3f( 1.0f, 0.0f, -w);
normals[Right] = Vector3f(-1.0f, 0.0f, -w);
for (unsigned int i = 0; i < 4; i++)
{
planes[i] = Hyperplane<float, 3>(normals[i].normalized(), 0.0f);
}
planes[Near] = Hyperplane<float, 3>(Vector3f(0.0f, 0.0f, -1.0f), -n);
planes[Far] = Hyperplane<float, 3>(Vector3f(0.0f, 0.0f, 1.0f), f);
}
Frustum::Aspect
Frustum::test(const Eigen::Vector3f& point) const
{
unsigned int nPlanes = infinite ? 5 : 6;
for (unsigned int i = 0; i < nPlanes; i++)
{
if (planes[i].signedDistance(point) < 0.0f)
return Outside;
}
return Inside;
}
Frustum::Aspect
Frustum::testSphere(const Eigen::Vector3f& center, float radius) const
{
unsigned int nPlanes = infinite ? 5 : 6;
unsigned int intersections = 0;
for (unsigned int i = 0; i < nPlanes; i++)
{
float distanceToPlane = planes[i].signedDistance(center);
if (distanceToPlane < -radius)
return Outside;
else if (distanceToPlane <= radius)
intersections |= (1 << i);
}
return (intersections == 0) ? Inside : Intersect;
}
/** Double precision version of testSphere()
*/
Frustum::Aspect
Frustum::testSphere(const Eigen::Vector3d& center, double radius) const
{
int nPlanes = infinite ? 5 : 6;
int intersections = 0;
// IMPORTANT: Celestia relies on this calculation being peformed at double
// precision. Simply converting center to single precision is NOT an
// allowable optimization.
for (int i = 0; i < nPlanes; i++)
{
double distanceToPlane = planes[i].cast<double>().signedDistance(center);
if (distanceToPlane < -radius)
return Outside;
else if (distanceToPlane <= radius)
intersections |= (1 << i);
}
return (intersections == 0) ? Inside : Intersect;
}
Frustum::Aspect Frustum::test(const Point3f& p) const
{
return testSphere(Eigen::Vector3f(p.x, p.y, p.z), 0.0f);
}
Frustum::Aspect Frustum::testSphere(const Point3f& center, float radius) const
{
return testSphere(Eigen::Vector3f(center.x, center.y, center.z), radius);
}
Frustum::Aspect Frustum::testSphere(const Point3d& center, double radius) const
{
return testSphere(Eigen::Vector3d(center.x, center.y, center.z), radius);
}
Frustum::Aspect Frustum::testCapsule(const Capsulef& capsule) const
{
int nPlanes = infinite ? 5 : 6;
int intersections = 0;
float r2 = capsule.radius * capsule.radius;
// TODO: Unnecessary after Eigen conversion of Capsule class
Vector3f capsuleOrigin(capsule.origin.x, capsule.origin.y, capsule.origin.z);
Vector3f capsuleAxis(capsule.axis.x, capsule.axis.y, capsule.axis.z);
for (int i = 0; i < nPlanes; i++)
{
float signedDist0 = planes[i].signedDistance(capsuleOrigin);
float signedDist1 = planes[i].signedDistance(capsuleOrigin + capsuleAxis);
//float signedDist1 = signedDist0 + planes[i].normal * capsule.axis;
if (signedDist0 * signedDist1 > r2)
{
// Endpoints of capsule are on same side of plane; test closest endpoint to see if it
// lies closer to the plane than radius
if (abs(signedDist0) <= abs(signedDist1))
{
if (signedDist0 < -capsule.radius)
return Outside;
else if (signedDist0 < capsule.radius)
intersections |= (1 << i);
}
else
{
if (signedDist1 < -capsule.radius)
return Outside;
else if (signedDist1 < capsule.radius)
intersections |= (1 << i);
}
}
else
{
// Capsule endpoints are on different sides of the plane, so we have an intersection
intersections |= (1 << i);
}
}
return (intersections == 0) ? Inside : Intersect;
}
void
Frustum::transform(const Matrix3f& m)
{
unsigned int nPlanes = infinite ? 5 : 6;
for (unsigned int i = 0; i < nPlanes; i++)
{
planes[i] = planes[i].transform(m, Eigen::Isometry);
}
}
void
Frustum::transform(const Matrix4f& m)
{
unsigned int nPlanes = infinite ? 5 : 6;
Matrix4f invTranspose = m.inverse().transpose();
for (unsigned int i = 0; i < nPlanes; i++)
{
planes[i].coeffs() = invTranspose * planes[i].coeffs();
planes[i].normalize();
//float s = 1.0f / planes[i].normal().norm();
//planes[i].normal() *= s;
//planes[i].offset() *= s;
//planes[i] = planes[i] * invTranspose;
//float s = 1.0f / planes[i].normal().norm();
//planes[i].normal = planes[i].normal * s;
//planes[i].d *= s;
}
}
void
Frustum::transform(const Mat3f& m)
{
Matrix3f m2 = Map<Matrix3f>(&m[0][0]);
transform(m2);
}
void
Frustum::transform(const Mat4f& m)
{
Matrix4f m2 = Map<Matrix4f>(&m[0][0]);
transform(m2);
}