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libsst/Lib/Include/CML/mathlib/frustum.h
2026-04-03 00:22:39 -05:00

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/* -*- C++ -*- ------------------------------------------------------------
Copyright (c) 2007 Jesse Anders and Demian Nave http://cmldev.net/
The Configurable Math Library (CML) is distributed under the terms of the
Boost Software License, v1.0 (see cml/LICENSE for details).
*-----------------------------------------------------------------------*/
/** @file
* @brief
*/
#ifndef frustum_h
#define frustum_h
#include <cml/mathlib/matrix_concat.h>
#include <cml/mathlib/checking.h>
namespace cml {
/* @todo: plane class, and perhaps named arguments instead of an array. */
/* Extract the planes of a frustum given a modelview matrix and a projection
* matrix with the given near z-clipping range. The planes are normalized by
* default, but this can be turned off with the 'normalize' argument.
*
* The planes are in ax+by+cz+d = 0 form, and are in the order:
* left
* right
* bottom
* top
* near
* far
*/
template < class MatT, typename Real > void
extract_frustum_planes(
const MatT& modelview,
const MatT& projection,
Real planes[6][4],
ZClip z_clip,
bool normalize = true)
{
extract_frustum_planes(
detail::matrix_concat_transforms_4x4(modelview,projection),
planes,
z_clip,
normalize
);
}
/* Extract the planes of a frustum from a single matrix assumed to contain any
* model and view transforms followed by a projection transform with the given
* near z-cliping range. The planes are normalized by default, but this can be
* turned off with the 'normalize' argument.
*
* The planes are in ax+by+cz+d = 0 form, and are in the order:
* left
* right
* bottom
* top
* near
* far
*/
template < class MatT, typename Real > void
extract_frustum_planes(
const MatT& m,
Real planes[6][4],
ZClip z_clip,
bool normalize = true)
{
detail::CheckMatHomogeneous3D(m);
/* Left: [03+00, 13+10, 23+20, 33+30] */
planes[0][0] = m.basis_element(0,3) + m.basis_element(0,0);
planes[0][1] = m.basis_element(1,3) + m.basis_element(1,0);
planes[0][2] = m.basis_element(2,3) + m.basis_element(2,0);
planes[0][3] = m.basis_element(3,3) + m.basis_element(3,0);
/* Right: [03-00, 13-10, 23-20, 33-30] */
planes[1][0] = m.basis_element(0,3) - m.basis_element(0,0);
planes[1][1] = m.basis_element(1,3) - m.basis_element(1,0);
planes[1][2] = m.basis_element(2,3) - m.basis_element(2,0);
planes[1][3] = m.basis_element(3,3) - m.basis_element(3,0);
/* Bottom: [03+01, 13+11, 23+21, 33+31] */
planes[2][0] = m.basis_element(0,3) + m.basis_element(0,1);
planes[2][1] = m.basis_element(1,3) + m.basis_element(1,1);
planes[2][2] = m.basis_element(2,3) + m.basis_element(2,1);
planes[2][3] = m.basis_element(3,3) + m.basis_element(3,1);
/* Top: [03-01, 13-11, 23-21, 33-31] */
planes[3][0] = m.basis_element(0,3) - m.basis_element(0,1);
planes[3][1] = m.basis_element(1,3) - m.basis_element(1,1);
planes[3][2] = m.basis_element(2,3) - m.basis_element(2,1);
planes[3][3] = m.basis_element(3,3) - m.basis_element(3,1);
/* Far: [03-02, 13-12, 23-22, 33-32] */
planes[5][0] = m.basis_element(0,3) - m.basis_element(0,2);
planes[5][1] = m.basis_element(1,3) - m.basis_element(1,2);
planes[5][2] = m.basis_element(2,3) - m.basis_element(2,2);
planes[5][3] = m.basis_element(3,3) - m.basis_element(3,2);
/* Near: [03+02, 13+12, 23+22, 33+32] : [02, 12, 22, 32] */
extract_near_frustum_plane(m, planes[4], z_clip);
/* @todo: This will be handled by the plane class */
if (normalize) {
for (size_t i = 0; i < 6; ++i) {
Real invl = inv_sqrt(planes[i][0] * planes[i][0] +
planes[i][1] * planes[i][1] +
planes[i][2] * planes[i][2]);
planes[i][0] *= invl;
planes[i][1] *= invl;
planes[i][2] *= invl;
planes[i][3] *= invl;
}
}
}
/** Extract the near plane of a frustum given a concatenated modelview and
* projection matrix with the given near z-clipping range. The plane is
* not normalized.
*
* @note The plane is in ax+by+cz+d = 0 form.
*
* @warning The matrix is assumed to be a homogeneous transformation
* matrix.
*/
template < class MatT, class PlaneT > void
extract_near_frustum_plane(
const MatT& m,
PlaneT& plane,
ZClip z_clip
)
{
/* Near: [03+02, 13+12, 23+22, 33+32] : [02, 12, 22, 32] */
if (z_clip == z_clip_neg_one) {
plane[0] = m.basis_element(0,3) + m.basis_element(0,2);
plane[1] = m.basis_element(1,3) + m.basis_element(1,2);
plane[2] = m.basis_element(2,3) + m.basis_element(2,2);
plane[3] = m.basis_element(3,3) + m.basis_element(3,2);
} else { // z_clip == z_clip_zero
plane[0] = m.basis_element(0,2);
plane[1] = m.basis_element(1,2);
plane[2] = m.basis_element(2,2);
plane[3] = m.basis_element(3,2);
}
}
namespace detail {
/* This is currently only in support of finding the corners of a frustum.
* The input planes are assumed to have a single unique intersection, so
* no tolerance is used.
*/
template < typename Real > vector< Real, fixed<3> >
intersect_planes(Real p1[4], Real p2[4], Real p3[4])
{
typedef vector< Real, fixed<3> > vector_type;
typedef typename vector_type::value_type value_type;
vector_type n1(p1[0],p1[1],p1[2]);
vector_type n2(p2[0],p2[1],p2[2]);
vector_type n3(p3[0],p3[1],p3[2]);
value_type d1 = -p1[3];
value_type d2 = -p2[3];
value_type d3 = -p3[3];
vector_type numer =
d1*cross(n2,n3) + d2*cross(n3,n1) + d3*cross(n1,n2);
value_type denom = triple_product(n1,n2,n3);
return numer/denom;
}
} // namespace detail
/* Get the corners of a frustum defined by 6 planes. The planes are in
* ax+by+cz+d = 0 form, and are in the order:
* left
* right
* bottom
* top
* near
* far
*
* The corners are in CCW order starting in the lower-left, first at the near
* plane, then at the far plane.
*/
template < typename Real, typename E, class A > void
get_frustum_corners(Real planes[6][4], vector<E,A> corners[8])
{
// NOTE: Prefixed with 'PLANE_' due to symbol conflict with Windows
// macros PLANE_LEFT and PLANE_RIGHT.
enum {
PLANE_LEFT,
PLANE_RIGHT,
PLANE_BOTTOM,
PLANE_TOP,
PLANE_NEAR,
PLANE_FAR
};
corners[0] = detail::intersect_planes(
planes[PLANE_LEFT],
planes[PLANE_BOTTOM],
planes[PLANE_NEAR]
);
corners[1] = detail::intersect_planes(
planes[PLANE_RIGHT],
planes[PLANE_BOTTOM],
planes[PLANE_NEAR]
);
corners[2] = detail::intersect_planes(
planes[PLANE_RIGHT],
planes[PLANE_TOP],
planes[PLANE_NEAR]
);
corners[3] = detail::intersect_planes(
planes[PLANE_LEFT],
planes[PLANE_TOP],
planes[PLANE_NEAR]
);
corners[4] = detail::intersect_planes(
planes[PLANE_LEFT],
planes[PLANE_BOTTOM],
planes[PLANE_FAR]
);
corners[5] = detail::intersect_planes(
planes[PLANE_RIGHT],
planes[PLANE_BOTTOM],
planes[PLANE_FAR]
);
corners[6] = detail::intersect_planes(
planes[PLANE_RIGHT],
planes[PLANE_TOP],
planes[PLANE_FAR]
);
corners[7] = detail::intersect_planes(
planes[PLANE_LEFT],
planes[PLANE_TOP],
planes[PLANE_FAR]
);
}
} // namespace cml
#endif