///////////////////////////////////////////////////////////////////// // Created by Dan Andersson 2013 ///////////////////////////////////////////////////////////////////// #include "Frustrum.h" #include "OysterCollision3D.h" using namespace ::Oyster::Math; using namespace ::Oyster::Collision3D; namespace PrivateStatic { inline void VP_ToPlanes( Plane &lp, Plane &rp, Plane &bp, Plane &tp, Plane &np, Plane &fp, const Float4x4 &vp ) { /// TODO: : not verified Float4x4 m = vp.GetTranspose(); // left lp.normal = m.v[3].xyz + m.v[0].xyz; lp.phasing = lp.normal.GetMagnitude(); lp.normal /= lp.phasing; lp.phasing = (m.v[3].w + m.v[0].w) / lp.phasing; // right rp.normal = m.v[3].xyz - m.v[0].xyz; rp.phasing = rp.normal.GetMagnitude(); rp.normal /= rp.phasing; rp.phasing = (m.v[3].w - m.v[0].w) / rp.phasing; // bottom bp.normal = m.v[3].xyz + m.v[1].xyz; bp.phasing = bp.normal.GetMagnitude(); bp.normal /= bp.phasing; bp.phasing = (m.v[3].w + m.v[1].w) / bp.phasing; // top tp.normal = m.v[3].xyz - m.v[1].xyz; tp.phasing = tp.normal.GetMagnitude(); tp.normal /= tp.phasing; tp.phasing = (m.v[3].w - m.v[1].w) / tp.phasing; // near leftHanded DirectX np.normal = m.v[2].xyz; np.phasing = np.normal.GetMagnitude(); np.normal /= np.phasing; np.phasing = m.v[2].w / np.phasing; // far lefthanded fp.normal = m.v[3].xyz - m.v[2].xyz; fp.phasing = fp.normal.GetMagnitude(); fp.normal /= fp.phasing; fp.phasing = (m.v[3].w - m.v[2].w) / fp.phasing; /*/ near rightHanded openGL np.normal = m.v[3].xyz + m.v[2].xyz; np.phasing = np.normal.GetMagnitude(); np.normal /= np.phasing; np.phasing = -(m.v[3].w + m.v[2].w) / np.phasing; // far rightHanded fp.normal = m.v[3].xyz - m.v[2].xyz; fp.phasing = fp.normal.GetMagnitude(); fp.normal /= fp.phasing; fp.phasing = -(m.v[3].w - m.v[2].w) / fp.phasing;*/ } void InterpolatePlanes( Plane &target, const Plane &planeA, const Plane &planeB, float interpolation ) { float counterInterpol = 1.0f - interpolation; target.normal = counterInterpol * planeA.normal; target.normal += interpolation * planeB.normal; target.phasing = counterInterpol * planeA.phasing; target.phasing += interpolation * planeB.phasing; target.normal.Normalize(); } } Frustrum::Frustrum() : ICollideable(Type_frustrum) { this->leftPlane = Plane( Float3::standard_unit_x, -0.5f ); this->rightPlane = Plane(-Float3::standard_unit_x, 0.5f ), this->bottomPlane = Plane( Float3::standard_unit_y, -0.5f ); this->topPlane = Plane(-Float3::standard_unit_y, 0.5f ); this->nearPlane = Plane( Float3::standard_unit_z, -0.5f ); this->farPlane = Plane(-Float3::standard_unit_z, 0.5f ); } Frustrum::Frustrum( const Float4x4 &vp ) : ICollideable(Type_frustrum) { PrivateStatic::VP_ToPlanes( this->leftPlane, this->rightPlane, this->bottomPlane, this->topPlane, this->nearPlane, this->farPlane, vp ); } Frustrum::~Frustrum() {} Frustrum & Frustrum::operator = ( const Frustrum &frustrum ) { this->plane[0] = frustrum.plane[0]; this->plane[1] = frustrum.plane[1]; this->plane[2] = frustrum.plane[2]; this->plane[3] = frustrum.plane[3]; this->plane[4] = frustrum.plane[4]; this->plane[5] = frustrum.plane[5]; return *this; } Frustrum & Frustrum::operator = ( const Float4x4 &vp ) { PrivateStatic::VP_ToPlanes( this->leftPlane, this->rightPlane, this->bottomPlane, this->topPlane, this->nearPlane, this->farPlane, vp ); return *this; } void Frustrum::Split( unsigned int numX, unsigned int numY, unsigned int numZ, Frustrum target[] ) const { float incrementX = 1.0f / numX, incrementY = 1.0f / numY, incrementZ = 1.0f / numZ, interpolX = 0.0f, interpolY = 0.0f, interpolZ = 0.0f; unsigned int i = 0U, stepY = numX, stepZ = numX * numY; Plane invRight( -this->rightPlane.normal, -this->rightPlane.phasing ), invBottom( -this->bottomPlane.normal, -this->bottomPlane.phasing ), invFar( -this->farPlane.normal, -this->farPlane.phasing ); for( unsigned int iz = 0U; iz < numZ; ++iz ) { interpolY = 0.0f; for( unsigned int iy = 0U; iy < numY; ++iy ) { interpolX = 0.0f; for( unsigned int ix = 0U; ix < numX; ++ix ) { if( ix == 0 ) target[i].leftPlane = this->leftPlane; else { PrivateStatic::InterpolatePlanes( target[i].leftPlane, this->leftPlane, invRight, interpolX ); unsigned int iLeft = i - 1; target[iLeft].rightPlane.normal = -target[i].leftPlane.normal; target[iLeft].rightPlane.phasing = -target[i].leftPlane.phasing; } if( ix == numX - 1 ) target[i].rightPlane = this->rightPlane; if( iy == 0 ) target[i].topPlane = this->topPlane; else { PrivateStatic::InterpolatePlanes( target[i].topPlane, this->topPlane, invBottom, interpolY ); unsigned int iAbove = i - stepY; target[iAbove].bottomPlane.normal = -target[i].topPlane.normal; target[iAbove].bottomPlane.phasing = -target[i].topPlane.phasing; } if( iy == numY - 1 ) target[i].bottomPlane = this->bottomPlane; if( iz == 0 ) target[i].nearPlane = this->nearPlane; else { PrivateStatic::InterpolatePlanes( target[i].nearPlane, this->nearPlane, invFar, interpolZ ); unsigned int iCloser = i - stepZ; target[iCloser].farPlane.normal = -target[i].nearPlane.normal; target[iCloser].farPlane.phasing = -target[i].nearPlane.phasing; } if( iz == numZ - 1 ) target[i].farPlane = this->farPlane; ++i; interpolX += incrementX; } interpolY += incrementY; } interpolZ += incrementZ; } } void Frustrum::WriteToByte( unsigned int &nextIndex, unsigned char targetMem[] ) const { Float *fMem = (Float*)&targetMem[nextIndex]; for( int p = 0; p < 6; ++p ) { fMem[0] = this->plane[p].element[0]; fMem[1] = this->plane[p].element[1]; fMem[2] = this->plane[p].element[2]; fMem[3] = this->plane[p].element[3]; fMem = &fMem[4]; } nextIndex += 6 * ::Utility::StaticArray::NumElementsOf( this->plane[0].byte ); } ::Utility::DynamicMemory::UniquePointer Frustrum::Clone( ) const { return ::Utility::DynamicMemory::UniquePointer( new Frustrum(*this) ); } bool Frustrum::Intersects( const ICollideable &target ) const { switch( target.type ) { case Type_universe: return true; case Type_point: return Utility::Intersect( *this, *(Point*)&target ); case Type_ray: return Utility::Intersect( *this, *(Ray*)&target, ((Ray*)&target)->collisionDistance ); case Type_sphere: return Utility::Intersect( *this, *(Sphere*)&target ); case Type_plane: return Utility::Intersect( *this, *(Plane*)&target ); // case Type_triangle: return false; // TODO: case Type_box_axis_aligned: return Utility::Intersect( *this, *(BoxAxisAligned*)&target ); case Type_box: return Utility::Intersect( *this, *(Box*)&target ); case Type_frustrum: return Utility::Intersect( *this, *(Frustrum*)&target ); // case Type_line: return false; // TODO: default: return false; } } bool Frustrum::Intersects( const ICollideable &target, Float3 &worldPointOfContact ) const { //! @todo TODO: implement stub properly return this->Intersects( target ); } bool Frustrum::Contains( const ICollideable &target ) const { switch( target.type ) { case Type_point: return Utility::Intersect( *this, *(Point*)&target ); // case Type_ray: return false; // TODO: // case Type_sphere: return false; // TODO: // case Type_plane: return false; // TODO: // case Type_triangle: return false; // TODO: // case Type_box_axis_aligned: return false; // TODO: // case Type_box: return false; // TODO: // case Type_frustrum: return false; // TODO: // case Type_line: return false; // TODO: default: return false; } }