// // frustum.h // CubicVR2 // // Created by Charles J. Cliffe on 2013-02-22. // Copyright (c) 2013 Charles J. Cliffe. All rights reserved. // #ifndef CubicVR2_frustum_h #define CubicVR2_frustum_h #include #include "cubic_types.h" #include "mat4.h" #include "vec3.h" #include "vec4.h" #include "plane.h" namespace CubicVR { enum frustum_plane { PLANE_LEFT, PLANE_RIGHT, PLANE_TOP, PLANE_BOTTOM, PLANE_NEAR, PLANE_FAR }; struct frustum { std::vector planes; vec4 sphere; frustum() { planes.resize(6); for (int i = 0; i < 6; ++i) { planes[i] = vec4(0, 0, 0, 0); } //for } //Frustum::Constructor void extract(vec3 position, mat4 mvMatrix, mat4 pMatrix) { mat4 comboMatrix = mat4::multiply(pMatrix, mvMatrix, true); // Left clipping plane planes[PLANE_LEFT][0] = comboMatrix[3] + comboMatrix[0]; planes[PLANE_LEFT][1] = comboMatrix[7] + comboMatrix[4]; planes[PLANE_LEFT][2] = comboMatrix[11] + comboMatrix[8]; planes[PLANE_LEFT][3] = comboMatrix[15] + comboMatrix[12]; // Right clipping plane planes[PLANE_RIGHT][0] = comboMatrix[3] - comboMatrix[0]; planes[PLANE_RIGHT][1] = comboMatrix[7] - comboMatrix[4]; planes[PLANE_RIGHT][2] = comboMatrix[11] - comboMatrix[8]; planes[PLANE_RIGHT][3] = comboMatrix[15] - comboMatrix[12]; // Top clipping plane planes[PLANE_TOP][0] = comboMatrix[3] - comboMatrix[1]; planes[PLANE_TOP][1] = comboMatrix[7] - comboMatrix[5]; planes[PLANE_TOP][2] = comboMatrix[11] - comboMatrix[9]; planes[PLANE_TOP][3] = comboMatrix[15] - comboMatrix[13]; // Bottom clipping plane planes[PLANE_BOTTOM][0] = comboMatrix[3] + comboMatrix[1]; planes[PLANE_BOTTOM][1] = comboMatrix[7] + comboMatrix[5]; planes[PLANE_BOTTOM][2] = comboMatrix[11] + comboMatrix[9]; planes[PLANE_BOTTOM][3] = comboMatrix[15] + comboMatrix[13]; // Near clipping plane planes[PLANE_NEAR][0] = comboMatrix[3] + comboMatrix[2]; planes[PLANE_NEAR][1] = comboMatrix[7] + comboMatrix[6]; planes[PLANE_NEAR][2] = comboMatrix[11] + comboMatrix[10]; planes[PLANE_NEAR][3] = comboMatrix[15] + comboMatrix[14]; // Far clipping plane planes[PLANE_FAR][0] = comboMatrix[3] - comboMatrix[2]; planes[PLANE_FAR][1] = comboMatrix[7] - comboMatrix[6]; planes[PLANE_FAR][2] = comboMatrix[11] - comboMatrix[10]; planes[PLANE_FAR][3] = comboMatrix[15] - comboMatrix[14]; for (unsigned int i = 0; i < 6; ++i) { planes[i] = vec4::normalize(planes[i]); } //Sphere __float fov = 1 / pMatrix[5]; __float znear = -planes[PLANE_NEAR][3]; __float zfar = planes[PLANE_FAR][3]; __float view_length = zfar - znear; __float height = view_length * fov; __float width = height; vec3 P(0, 0, znear + view_length * 0.5f); vec3 Q(width, height, znear + view_length); vec3 diff = vec3::subtract(P, Q); __float diff_mag = vec3::length(diff); vec3 look_v = vec3(comboMatrix[3], comboMatrix[9], comboMatrix[10]); __float look_mag = vec3::length(look_v); look_v = vec3::multiply(look_v, 1 / look_mag); vec3 pos = vec3(position[0], position[1], position[2]); pos = vec3::add(pos, vec3::multiply(look_v, view_length * 0.5f)); pos = vec3::add(pos, vec3::multiply(look_v, 1)); sphere = vec4(pos[0], pos[1], pos[2], diff_mag); }; //Frustum::extract int contains_sphere(vec4 sphere) { for (unsigned int i = 0; i < 6; ++i) { vec4 &p = planes[i]; vec3 normal = vec3(p[0], p[1], p[2]); __float distance = vec3::dot(normal, vec3(sphere[0],sphere[1],sphere[2])) + p[3]; //OUT if (distance < -sphere[3]) { return -1; } //INTERSECT if (fabs(distance) < sphere[3]) { return 0; } } //for //IN return 1; }; //Frustum::contains_sphere int contains_box(aabb bbox) { int total_in = 0; vec3 points[8]; points[0] = bbox.min; points[1] = vec3(bbox.min[0], bbox.min[1], bbox.max[2]); points[2] = vec3(bbox.min[0], bbox.max[1], bbox.min[2]); points[3] = vec3(bbox.min[0], bbox.max[1], bbox.max[2]); points[4] = vec3(bbox.max[0], bbox.min[1], bbox.min[2]); points[5] = vec3(bbox.max[0], bbox.min[1], bbox.max[2]); points[6] = vec3(bbox.max[0], bbox.max[1], bbox.min[2]); points[7] = bbox.max; for (unsigned int i = 0; i < 6; ++i) { unsigned int in_count = 8; unsigned int point_in = 1; for (unsigned int j = 0; j < 8; ++j) { if (plane::classifyPoint(planes[i], points[j]) == -1) { point_in = 0; --in_count; } //if } //for j //OUT if (in_count == 0) { return -1; } total_in += point_in; } //for i //IN if (total_in == 6) { return 1; } return 0; }; //Frustum::contains_box }; } #endif