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"
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 = (float) tan(fov / 2.0f);
float w = h * aspectRatio;
Vec3f normals[4];
normals[Bottom] = Vec3f(0, 1, -h);
normals[Top] = Vec3f(0, -1, -h);
normals[Left] = Vec3f(1, 0, -w);
normals[Right] = Vec3f(-1, 0, -w);
for (int i = 0; i < 4; i++)
{
normals[i].normalize();
planes[i] = Planef(normals[i], Point3f(0, 0, 0));
}
planes[Near] = Planef(Vec3f(0, 0, -1), -n);
planes[Far] = Planef(Vec3f(0, 0, 1), f);
}
Frustum::Aspect Frustum::test(const Point3f& p) const
{
return testSphere(p, 0);
}
Frustum::Aspect Frustum::testSphere(const Point3f& center, float radius) const
{
int nPlanes = infinite ? 5 : 6;
int intersections = 0;
for (int i = 0; i < nPlanes; i++)
{
float distanceToPlane = planes[i].distanceTo(center);
if (distanceToPlane < -radius)
return Outside;
else if (distanceToPlane <= radius)
intersections |= (1 << i);
}
return (intersections == 0) ? Inside : Intersect;
}
Frustum::Aspect Frustum::testSphere(const Point3d& center, double radius) const
{
int nPlanes = infinite ? 5 : 6;
int intersections = 0;
for (int i = 0; i < nPlanes; i++)
{
//TODO: Celestia should incorporate some casting operators overloading to accommodate all this kind of stuff:
Vec3f plNormal = planes[i].normal;
Vec3d plNormalDbl(plNormal.x, plNormal.y, plNormal.z);
double distanceToPlane = plNormalDbl.x * center.x + plNormalDbl.y * center.y + plNormalDbl.z * center.z + planes[i].d;
if (distanceToPlane < -radius)
return Outside;
else if (distanceToPlane <= radius)
intersections |= (1 << i);
}
return (intersections == 0) ? Inside : Intersect;
}
Frustum::Aspect Frustum::testCapsule(const Capsulef& capsule) const
{
int nPlanes = infinite ? 5 : 6;
int intersections = 0;
float r2 = capsule.radius * capsule.radius;
for (int i = 0; i < nPlanes; i++)
{
float signedDist0 = planes[i].normal * Vec3f(capsule.origin.x, capsule.origin.y, capsule.origin.z) + planes[i].d;
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);
}
#if 0
Vec3f plNormal = planes[i].normal;
Vec3d plNormalDbl(plNormal.x, plNormal.y, plNormal.z);
double distanceToPlane = planes[i].distanceToSegment(capsule.origin, capsule.axis);
if (distanceToPlane < -capsule.radius)
return Outside;
else if (distanceToPlane <= capsule.radius)
intersections |= (1 << i);
#endif
}
return (intersections == 0) ? Inside : Intersect;
}
#if 0
// See if the half space defined by the plane intersects the frustum. For the
// plane equation p(x, y, z) = ax + by + cz + d = 0, the halfspace is
// contains all points p(x, y, z) < 0.
Frustum::Aspect Frustum::testHalfSpace(const Planef& plane)
{
return Intersect;
}
#endif
void Frustum::transform(const Mat3f& m)
{
int nPlanes = infinite ? 5 : 6;
Mat3f invTranspose = m.inverse().transpose();
for (int i = 0; i < nPlanes; i++)
{
planes[i] = planes[i] * invTranspose;
float s = 1.0f / planes[i].normal.length();
planes[i].normal = planes[i].normal * s;
planes[i].d *= s;
}
}
void Frustum::transform(const Mat4f& m)
{
int nPlanes = infinite ? 5 : 6;
Mat4f invTranspose = m.inverse().transpose();
for (int i = 0; i < nPlanes; i++)
{
planes[i] = planes[i] * invTranspose;
float s = 1.0f / planes[i].normal.length();
planes[i].normal = planes[i].normal * s;
planes[i].d *= s;
}
}