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- ///////////////////////////////////////////////////////////////////////////
- //
- // Copyright (c) 2011-2012, Industrial Light & Magic, a division of Lucas
- // Digital Ltd. LLC
- //
- // All rights reserved.
- //
- // Redistribution and use in source and binary forms, with or without
- // modification, are permitted provided that the following conditions are
- // met:
- // * Redistributions of source code must retain the above copyright
- // notice, this list of conditions and the following disclaimer.
- // * Redistributions in binary form must reproduce the above
- // copyright notice, this list of conditions and the following disclaimer
- // in the documentation and/or other materials provided with the
- // distribution.
- // * Neither the name of Industrial Light & Magic nor the names of
- // its contributors may be used to endorse or promote products derived
- // from this software without specific prior written permission.
- //
- // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
- // "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
- // LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
- // A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
- // OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
- // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
- // LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
- // DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
- // THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
- // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- //
- ///////////////////////////////////////////////////////////////////////////
- #ifndef INCLUDED_IMATHFRUSTUMTEST_H
- #define INCLUDED_IMATHFRUSTUMTEST_H
- //-------------------------------------------------------------------------
- //
- // This file contains algorithms applied to or in conjunction with
- // Frustum visibility testing (Imath::Frustum).
- //
- // Methods for frustum-based rejection of primitives are contained here.
- //
- //-------------------------------------------------------------------------
- #include "ImathFrustum.h"
- #include "ImathBox.h"
- #include "ImathSphere.h"
- #include "ImathMatrix.h"
- #include "ImathVec.h"
- #include "ImathNamespace.h"
- IMATH_INTERNAL_NAMESPACE_HEADER_ENTER
- /////////////////////////////////////////////////////////////////
- // FrustumTest
- //
- // template class FrustumTest<T>
- //
- // This is a helper class, designed to accelerate the case
- // where many tests are made against the same frustum.
- // That's a really common case.
- //
- // The acceleration is achieved by pre-computing the planes of
- // the frustum, along with the ablsolute values of the plane normals.
- //
- //////////////////////////////////////////////////////////////////
- // How to use this
- //
- // Given that you already have:
- // Imath::Frustum myFrustum
- // Imath::Matrix44 myCameraWorldMatrix
- //
- // First, make a frustum test object:
- // FrustumTest myFrustumTest(myFrustum, myCameraWorldMatrix)
- //
- // Whenever the camera or frustum changes, call:
- // myFrustumTest.setFrustum(myFrustum, myCameraWorldMatrix)
- //
- // For each object you want to test for visibility, call:
- // myFrustumTest.isVisible(myBox)
- // myFrustumTest.isVisible(mySphere)
- // myFrustumTest.isVisible(myVec3)
- // myFrustumTest.completelyContains(myBox)
- // myFrustumTest.completelyContains(mySphere)
- //
- //////////////////////////////////////////////////////////////////
- // Explanation of how it works
- //
- //
- // We store six world-space Frustum planes (nx, ny, nz, offset)
- //
- // Points: To test a Vec3 for visibility, test it against each plane
- // using the normal (v dot n - offset) method. (the result is exact)
- //
- // BBoxes: To test an axis-aligned bbox, test the center against each plane
- // using the normal (v dot n - offset) method, but offset by the
- // box extents dot the abs of the plane normal. (the result is NOT
- // exact, but will not return false-negatives.)
- //
- // Spheres: To test a sphere, test the center against each plane
- // using the normal (v dot n - offset) method, but offset by the
- // sphere's radius. (the result is NOT exact, but will not return
- // false-negatives.)
- //
- //
- // SPECIAL NOTE: "Where are the dot products?"
- // Actual dot products are currently slow for most SIMD architectures.
- // In order to keep this code optimization-ready, the dot products
- // are all performed using vector adds and multipies.
- //
- // In order to do this, the plane equations are stored in "transpose"
- // form, with the X components grouped into an X vector, etc.
- //
- template <class T>
- class FrustumTest
- {
- public:
- FrustumTest()
- {
- Frustum<T> frust;
- Matrix44<T> cameraMat;
- cameraMat.makeIdentity();
- setFrustum(frust, cameraMat);
- }
- FrustumTest(const Frustum<T> &frustum, const Matrix44<T> &cameraMat)
- {
- setFrustum(frustum, cameraMat);
- }
- ////////////////////////////////////////////////////////////////////
- // setFrustum()
- // This updates the frustum test with a new frustum and matrix.
- // This should usually be called just once per frame.
- void setFrustum(const Frustum<T> &frustum, const Matrix44<T> &cameraMat);
- ////////////////////////////////////////////////////////////////////
- // isVisible()
- // Check to see if shapes are visible.
- bool isVisible(const Sphere3<T> &sphere) const;
- bool isVisible(const Box<Vec3<T> > &box) const;
- bool isVisible(const Vec3<T> &vec) const;
-
- ////////////////////////////////////////////////////////////////////
- // completelyContains()
- // Check to see if shapes are entirely contained.
- bool completelyContains(const Sphere3<T> &sphere) const;
- bool completelyContains(const Box<Vec3<T> > &box) const;
-
- // These next items are kept primarily for debugging tools.
- // It's useful for drawing the culling environment, and also
- // for getting an "outside view" of the culling frustum.
- IMATH_INTERNAL_NAMESPACE::Matrix44<T> cameraMat() const {return cameraMatrix;}
- IMATH_INTERNAL_NAMESPACE::Frustum<T> currentFrustum() const {return currFrustum;}
- protected:
- // To understand why the planes are stored this way, see
- // the SPECIAL NOTE above.
- Vec3<T> planeNormX[2]; // The X compunents from 6 plane equations
- Vec3<T> planeNormY[2]; // The Y compunents from 6 plane equations
- Vec3<T> planeNormZ[2]; // The Z compunents from 6 plane equations
- Vec3<T> planeOffsetVec[2]; // The distance offsets from 6 plane equations
- // The absolute values are stored to assist with bounding box tests.
- Vec3<T> planeNormAbsX[2]; // The abs(X) compunents from 6 plane equations
- Vec3<T> planeNormAbsY[2]; // The abs(X) compunents from 6 plane equations
- Vec3<T> planeNormAbsZ[2]; // The abs(X) compunents from 6 plane equations
- // These are kept primarily for debugging tools.
- Frustum<T> currFrustum;
- Matrix44<T> cameraMatrix;
- };
- ////////////////////////////////////////////////////////////////////
- // setFrustum()
- // This should usually only be called once per frame, or however
- // often the camera moves.
- template<class T>
- void FrustumTest<T>::setFrustum(const Frustum<T> &frustum,
- const Matrix44<T> &cameraMat)
- {
- Plane3<T> frustumPlanes[6];
- frustum.planes(frustumPlanes, cameraMat);
- // Here's where we effectively transpose the plane equations.
- // We stuff all six X's into the two planeNormX vectors, etc.
- for (int i = 0; i < 2; ++i)
- {
- int index = i * 3;
- planeNormX[i] = Vec3<T>(frustumPlanes[index + 0].normal.x,
- frustumPlanes[index + 1].normal.x,
- frustumPlanes[index + 2].normal.x);
- planeNormY[i] = Vec3<T>(frustumPlanes[index + 0].normal.y,
- frustumPlanes[index + 1].normal.y,
- frustumPlanes[index + 2].normal.y);
- planeNormZ[i] = Vec3<T>(frustumPlanes[index + 0].normal.z,
- frustumPlanes[index + 1].normal.z,
- frustumPlanes[index + 2].normal.z);
- planeNormAbsX[i] = Vec3<T>(IMATH_INTERNAL_NAMESPACE::abs(planeNormX[i].x),
- IMATH_INTERNAL_NAMESPACE::abs(planeNormX[i].y),
- IMATH_INTERNAL_NAMESPACE::abs(planeNormX[i].z));
- planeNormAbsY[i] = Vec3<T>(IMATH_INTERNAL_NAMESPACE::abs(planeNormY[i].x),
- IMATH_INTERNAL_NAMESPACE::abs(planeNormY[i].y),
- IMATH_INTERNAL_NAMESPACE::abs(planeNormY[i].z));
- planeNormAbsZ[i] = Vec3<T>(IMATH_INTERNAL_NAMESPACE::abs(planeNormZ[i].x),
- IMATH_INTERNAL_NAMESPACE::abs(planeNormZ[i].y),
- IMATH_INTERNAL_NAMESPACE::abs(planeNormZ[i].z));
- planeOffsetVec[i] = Vec3<T>(frustumPlanes[index + 0].distance,
- frustumPlanes[index + 1].distance,
- frustumPlanes[index + 2].distance);
- }
- currFrustum = frustum;
- cameraMatrix = cameraMat;
- }
- ////////////////////////////////////////////////////////////////////
- // isVisible(Sphere)
- // Returns true if any part of the sphere is inside
- // the frustum.
- // The result MAY return close false-positives, but not false-negatives.
- //
- template<typename T>
- bool FrustumTest<T>::isVisible(const Sphere3<T> &sphere) const
- {
- Vec3<T> center = sphere.center;
- Vec3<T> radiusVec = Vec3<T>(sphere.radius, sphere.radius, sphere.radius);
- // This is a vertical dot-product on three vectors at once.
- Vec3<T> d0 = planeNormX[0] * center.x
- + planeNormY[0] * center.y
- + planeNormZ[0] * center.z
- - radiusVec
- - planeOffsetVec[0];
- if (d0.x >= 0 || d0.y >= 0 || d0.z >= 0)
- return false;
- Vec3<T> d1 = planeNormX[1] * center.x
- + planeNormY[1] * center.y
- + planeNormZ[1] * center.z
- - radiusVec
- - planeOffsetVec[1];
- if (d1.x >= 0 || d1.y >= 0 || d1.z >= 0)
- return false;
- return true;
- }
- ////////////////////////////////////////////////////////////////////
- // completelyContains(Sphere)
- // Returns true if every part of the sphere is inside
- // the frustum.
- // The result MAY return close false-negatives, but not false-positives.
- //
- template<typename T>
- bool FrustumTest<T>::completelyContains(const Sphere3<T> &sphere) const
- {
- Vec3<T> center = sphere.center;
- Vec3<T> radiusVec = Vec3<T>(sphere.radius, sphere.radius, sphere.radius);
- // This is a vertical dot-product on three vectors at once.
- Vec3<T> d0 = planeNormX[0] * center.x
- + planeNormY[0] * center.y
- + planeNormZ[0] * center.z
- + radiusVec
- - planeOffsetVec[0];
- if (d0.x >= 0 || d0.y >= 0 || d0.z >= 0)
- return false;
- Vec3<T> d1 = planeNormX[1] * center.x
- + planeNormY[1] * center.y
- + planeNormZ[1] * center.z
- + radiusVec
- - planeOffsetVec[1];
- if (d1.x >= 0 || d1.y >= 0 || d1.z >= 0)
- return false;
- return true;
- }
- ////////////////////////////////////////////////////////////////////
- // isVisible(Box)
- // Returns true if any part of the axis-aligned box
- // is inside the frustum.
- // The result MAY return close false-positives, but not false-negatives.
- //
- template<typename T>
- bool FrustumTest<T>::isVisible(const Box<Vec3<T> > &box) const
- {
- if (box.isEmpty())
- return false;
-
- Vec3<T> center = (box.min + box.max) / 2;
- Vec3<T> extent = (box.max - center);
- // This is a vertical dot-product on three vectors at once.
- Vec3<T> d0 = planeNormX[0] * center.x
- + planeNormY[0] * center.y
- + planeNormZ[0] * center.z
- - planeNormAbsX[0] * extent.x
- - planeNormAbsY[0] * extent.y
- - planeNormAbsZ[0] * extent.z
- - planeOffsetVec[0];
- if (d0.x >= 0 || d0.y >= 0 || d0.z >= 0)
- return false;
- Vec3<T> d1 = planeNormX[1] * center.x
- + planeNormY[1] * center.y
- + planeNormZ[1] * center.z
- - planeNormAbsX[1] * extent.x
- - planeNormAbsY[1] * extent.y
- - planeNormAbsZ[1] * extent.z
- - planeOffsetVec[1];
- if (d1.x >= 0 || d1.y >= 0 || d1.z >= 0)
- return false;
- return true;
- }
- ////////////////////////////////////////////////////////////////////
- // completelyContains(Box)
- // Returns true if every part of the axis-aligned box
- // is inside the frustum.
- // The result MAY return close false-negatives, but not false-positives.
- //
- template<typename T>
- bool FrustumTest<T>::completelyContains(const Box<Vec3<T> > &box) const
- {
- if (box.isEmpty())
- return false;
-
- Vec3<T> center = (box.min + box.max) / 2;
- Vec3<T> extent = (box.max - center);
- // This is a vertical dot-product on three vectors at once.
- Vec3<T> d0 = planeNormX[0] * center.x
- + planeNormY[0] * center.y
- + planeNormZ[0] * center.z
- + planeNormAbsX[0] * extent.x
- + planeNormAbsY[0] * extent.y
- + planeNormAbsZ[0] * extent.z
- - planeOffsetVec[0];
- if (d0.x >= 0 || d0.y >= 0 || d0.z >= 0)
- return false;
- Vec3<T> d1 = planeNormX[1] * center.x
- + planeNormY[1] * center.y
- + planeNormZ[1] * center.z
- + planeNormAbsX[1] * extent.x
- + planeNormAbsY[1] * extent.y
- + planeNormAbsZ[1] * extent.z
- - planeOffsetVec[1];
- if (d1.x >= 0 || d1.y >= 0 || d1.z >= 0)
- return false;
- return true;
- }
- ////////////////////////////////////////////////////////////////////
- // isVisible(Vec3)
- // Returns true if the point is inside the frustum.
- //
- template<typename T>
- bool FrustumTest<T>::isVisible(const Vec3<T> &vec) const
- {
- // This is a vertical dot-product on three vectors at once.
- Vec3<T> d0 = (planeNormX[0] * vec.x)
- + (planeNormY[0] * vec.y)
- + (planeNormZ[0] * vec.z)
- - planeOffsetVec[0];
- if (d0.x >= 0 || d0.y >= 0 || d0.z >= 0)
- return false;
- Vec3<T> d1 = (planeNormX[1] * vec.x)
- + (planeNormY[1] * vec.y)
- + (planeNormZ[1] * vec.z)
- - planeOffsetVec[1];
- if (d1.x >= 0 || d1.y >= 0 || d1.z >= 0)
- return false;
- return true;
- }
- typedef FrustumTest<float> FrustumTestf;
- typedef FrustumTest<double> FrustumTestd;
- IMATH_INTERNAL_NAMESPACE_HEADER_EXIT
- #endif // INCLUDED_IMATHFRUSTUMTEST_H
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