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https://github.com/minetest/irrlicht.git
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0c6385cb92
Usually something like __IRR_SOME_GUARD_INCLUDED__ replaced by IRR_SOME_GUARD_INCLUDED. Removing underscores at the end wasn't necessary, but more symmetric (probably the reason they got added there as well). While this touches every header it shouldn't affect users (I hope). Also a few whitespace changes to unify whitespace usage a bit. And a bunch of spelling fixes in comments. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6252 dfc29bdd-3216-0410-991c-e03cc46cb475
462 lines
14 KiB
C++
462 lines
14 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#ifndef S_VIEW_FRUSTUM_H_INCLUDED
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#define S_VIEW_FRUSTUM_H_INCLUDED
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#include "plane3d.h"
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#include "vector3d.h"
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#include "line3d.h"
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#include "aabbox3d.h"
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#include "matrix4.h"
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#include "IVideoDriver.h"
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namespace irr
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{
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namespace scene
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{
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//! Defines the view frustum. That's the space visible by the camera.
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/** The view frustum is enclosed by 6 planes. These six planes share
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eight points. A bounding box around these eight points is also stored in
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this structure.
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*/
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struct SViewFrustum
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{
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enum VFPLANES
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{
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//! Far plane of the frustum. That is the plane furthest away from the eye.
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VF_FAR_PLANE = 0,
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//! Near plane of the frustum. That is the plane nearest to the eye.
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VF_NEAR_PLANE,
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//! Left plane of the frustum.
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VF_LEFT_PLANE,
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//! Right plane of the frustum.
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VF_RIGHT_PLANE,
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//! Bottom plane of the frustum.
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VF_BOTTOM_PLANE,
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//! Top plane of the frustum.
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VF_TOP_PLANE,
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//! Amount of planes enclosing the view frustum. Should be 6.
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VF_PLANE_COUNT
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};
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//! Default Constructor
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SViewFrustum() : BoundingRadius(0.f), FarNearDistance(0.f) {}
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//! Copy Constructor
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SViewFrustum(const SViewFrustum& other);
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//! This constructor creates a view frustum based on a projection and/or view matrix.
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//\param zClipFromZero: Clipping of z can be projected from 0 to w when true (D3D style) and from -w to w when false (OGL style).
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SViewFrustum(const core::matrix4& mat, bool zClipFromZero);
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//! This constructor creates a view frustum based on a projection and/or view matrix.
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//\param zClipFromZero: Clipping of z can be projected from 0 to w when true (D3D style) and from -w to w when false (OGL style).
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inline void setFrom(const core::matrix4& mat, bool zClipFromZero);
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//! transforms the frustum by the matrix
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/** \param mat: Matrix by which the view frustum is transformed.*/
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void transform(const core::matrix4& mat);
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//! returns the point which is on the far left upper corner inside the the view frustum.
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core::vector3df getFarLeftUp() const;
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//! returns the point which is on the far left bottom corner inside the the view frustum.
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core::vector3df getFarLeftDown() const;
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//! returns the point which is on the far right top corner inside the the view frustum.
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core::vector3df getFarRightUp() const;
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//! returns the point which is on the far right bottom corner inside the the view frustum.
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core::vector3df getFarRightDown() const;
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//! returns the point which is on the near left upper corner inside the the view frustum.
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core::vector3df getNearLeftUp() const;
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//! returns the point which is on the near left bottom corner inside the the view frustum.
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core::vector3df getNearLeftDown() const;
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//! returns the point which is on the near right top corner inside the the view frustum.
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core::vector3df getNearRightUp() const;
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//! returns the point which is on the near right bottom corner inside the the view frustum.
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core::vector3df getNearRightDown() const;
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//! returns a bounding box enclosing the whole view frustum
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const core::aabbox3d<f32> &getBoundingBox() const;
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//! recalculates the bounding box and sphere based on the planes
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inline void recalculateBoundingBox();
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//! get the bounding sphere's radius (of an optimized sphere, not the AABB's)
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float getBoundingRadius() const;
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//! get the bounding sphere's radius (of an optimized sphere, not the AABB's)
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core::vector3df getBoundingCenter() const;
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//! the cam should tell the frustum the distance between far and near
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void setFarNearDistance(float distance);
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//! get the given state's matrix based on frustum E_TRANSFORMATION_STATE
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core::matrix4& getTransform( video::E_TRANSFORMATION_STATE state);
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//! get the given state's matrix based on frustum E_TRANSFORMATION_STATE
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const core::matrix4& getTransform( video::E_TRANSFORMATION_STATE state) const;
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//! clips a line to the view frustum.
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/** \return True if the line was clipped, false if not */
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bool clipLine(core::line3d<f32>& line) const;
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//! the position of the camera
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core::vector3df cameraPosition;
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//! all planes enclosing the view frustum.
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core::plane3d<f32> planes[VF_PLANE_COUNT];
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//! bounding box around the view frustum
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core::aabbox3d<f32> boundingBox;
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private:
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//! Hold a copy of important transform matrices
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enum E_TRANSFORMATION_STATE_FRUSTUM
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{
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ETS_VIEW = 0,
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ETS_PROJECTION = 1,
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ETS_COUNT_FRUSTUM
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};
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//! recalculates the bounding sphere based on the planes
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inline void recalculateBoundingSphere();
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//! Hold a copy of important transform matrices
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core::matrix4 Matrices[ETS_COUNT_FRUSTUM];
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float BoundingRadius;
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float FarNearDistance;
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core::vector3df BoundingCenter;
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};
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/*!
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Copy constructor ViewFrustum
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*/
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inline SViewFrustum::SViewFrustum(const SViewFrustum& other)
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{
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cameraPosition=other.cameraPosition;
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boundingBox=other.boundingBox;
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u32 i;
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for (i=0; i<VF_PLANE_COUNT; ++i)
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planes[i]=other.planes[i];
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for (i=0; i<ETS_COUNT_FRUSTUM; ++i)
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Matrices[i]=other.Matrices[i];
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BoundingRadius = other.BoundingRadius;
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FarNearDistance = other.FarNearDistance;
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BoundingCenter = other.BoundingCenter;
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}
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inline SViewFrustum::SViewFrustum(const core::matrix4& mat, bool zClipFromZero)
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{
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setFrom(mat, zClipFromZero);
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}
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inline void SViewFrustum::transform(const core::matrix4& mat)
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{
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for (u32 i=0; i<VF_PLANE_COUNT; ++i)
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mat.transformPlane(planes[i]);
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mat.transformVect(cameraPosition);
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recalculateBoundingBox();
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}
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inline core::vector3df SViewFrustum::getFarLeftUp() const
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{
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core::vector3df p;
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planes[scene::SViewFrustum::VF_FAR_PLANE].getIntersectionWithPlanes(
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planes[scene::SViewFrustum::VF_TOP_PLANE],
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planes[scene::SViewFrustum::VF_LEFT_PLANE], p);
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return p;
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}
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inline core::vector3df SViewFrustum::getFarLeftDown() const
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{
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core::vector3df p;
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planes[scene::SViewFrustum::VF_FAR_PLANE].getIntersectionWithPlanes(
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planes[scene::SViewFrustum::VF_BOTTOM_PLANE],
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planes[scene::SViewFrustum::VF_LEFT_PLANE], p);
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return p;
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}
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inline core::vector3df SViewFrustum::getFarRightUp() const
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{
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core::vector3df p;
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planes[scene::SViewFrustum::VF_FAR_PLANE].getIntersectionWithPlanes(
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planes[scene::SViewFrustum::VF_TOP_PLANE],
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planes[scene::SViewFrustum::VF_RIGHT_PLANE], p);
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return p;
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}
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inline core::vector3df SViewFrustum::getFarRightDown() const
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{
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core::vector3df p;
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planes[scene::SViewFrustum::VF_FAR_PLANE].getIntersectionWithPlanes(
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planes[scene::SViewFrustum::VF_BOTTOM_PLANE],
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planes[scene::SViewFrustum::VF_RIGHT_PLANE], p);
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return p;
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}
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inline core::vector3df SViewFrustum::getNearLeftUp() const
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{
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core::vector3df p;
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planes[scene::SViewFrustum::VF_NEAR_PLANE].getIntersectionWithPlanes(
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planes[scene::SViewFrustum::VF_TOP_PLANE],
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planes[scene::SViewFrustum::VF_LEFT_PLANE], p);
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return p;
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}
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inline core::vector3df SViewFrustum::getNearLeftDown() const
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{
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core::vector3df p;
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planes[scene::SViewFrustum::VF_NEAR_PLANE].getIntersectionWithPlanes(
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planes[scene::SViewFrustum::VF_BOTTOM_PLANE],
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planes[scene::SViewFrustum::VF_LEFT_PLANE], p);
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return p;
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}
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inline core::vector3df SViewFrustum::getNearRightUp() const
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{
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core::vector3df p;
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planes[scene::SViewFrustum::VF_NEAR_PLANE].getIntersectionWithPlanes(
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planes[scene::SViewFrustum::VF_TOP_PLANE],
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planes[scene::SViewFrustum::VF_RIGHT_PLANE], p);
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return p;
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}
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inline core::vector3df SViewFrustum::getNearRightDown() const
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{
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core::vector3df p;
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planes[scene::SViewFrustum::VF_NEAR_PLANE].getIntersectionWithPlanes(
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planes[scene::SViewFrustum::VF_BOTTOM_PLANE],
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planes[scene::SViewFrustum::VF_RIGHT_PLANE], p);
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return p;
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}
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inline const core::aabbox3d<f32> &SViewFrustum::getBoundingBox() const
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{
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return boundingBox;
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}
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inline void SViewFrustum::recalculateBoundingBox()
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{
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boundingBox.reset(getNearLeftUp());
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boundingBox.addInternalPoint(getNearRightUp());
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boundingBox.addInternalPoint(getNearLeftDown());
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boundingBox.addInternalPoint(getNearRightDown());
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boundingBox.addInternalPoint(getFarRightUp());
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boundingBox.addInternalPoint(getFarLeftDown());
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boundingBox.addInternalPoint(getFarRightDown());
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boundingBox.addInternalPoint(getFarLeftUp());
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// Also recalculate the bounding sphere when the bbox changes
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recalculateBoundingSphere();
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}
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inline float SViewFrustum::getBoundingRadius() const
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{
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return BoundingRadius;
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}
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inline core::vector3df SViewFrustum::getBoundingCenter() const
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{
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return BoundingCenter;
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}
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inline void SViewFrustum::setFarNearDistance(float distance)
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{
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FarNearDistance = distance;
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}
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//! This constructor creates a view frustum based on a projection
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//! and/or view matrix.
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inline void SViewFrustum::setFrom(const core::matrix4& mat, bool zClipFromZero)
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{
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// left clipping plane
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planes[VF_LEFT_PLANE].Normal.X = mat[3 ] + mat[0];
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planes[VF_LEFT_PLANE].Normal.Y = mat[7 ] + mat[4];
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planes[VF_LEFT_PLANE].Normal.Z = mat[11] + mat[8];
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planes[VF_LEFT_PLANE].D = mat[15] + mat[12];
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// right clipping plane
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planes[VF_RIGHT_PLANE].Normal.X = mat[3 ] - mat[0];
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planes[VF_RIGHT_PLANE].Normal.Y = mat[7 ] - mat[4];
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planes[VF_RIGHT_PLANE].Normal.Z = mat[11] - mat[8];
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planes[VF_RIGHT_PLANE].D = mat[15] - mat[12];
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// top clipping plane
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planes[VF_TOP_PLANE].Normal.X = mat[3 ] - mat[1];
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planes[VF_TOP_PLANE].Normal.Y = mat[7 ] - mat[5];
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planes[VF_TOP_PLANE].Normal.Z = mat[11] - mat[9];
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planes[VF_TOP_PLANE].D = mat[15] - mat[13];
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// bottom clipping plane
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planes[VF_BOTTOM_PLANE].Normal.X = mat[3 ] + mat[1];
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planes[VF_BOTTOM_PLANE].Normal.Y = mat[7 ] + mat[5];
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planes[VF_BOTTOM_PLANE].Normal.Z = mat[11] + mat[9];
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planes[VF_BOTTOM_PLANE].D = mat[15] + mat[13];
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// far clipping plane
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planes[VF_FAR_PLANE].Normal.X = mat[3 ] - mat[2];
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planes[VF_FAR_PLANE].Normal.Y = mat[7 ] - mat[6];
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planes[VF_FAR_PLANE].Normal.Z = mat[11] - mat[10];
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planes[VF_FAR_PLANE].D = mat[15] - mat[14];
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// near clipping plane
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if ( zClipFromZero )
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{
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planes[VF_NEAR_PLANE].Normal.X = mat[2];
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planes[VF_NEAR_PLANE].Normal.Y = mat[6];
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planes[VF_NEAR_PLANE].Normal.Z = mat[10];
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planes[VF_NEAR_PLANE].D = mat[14];
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}
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else
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{
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// near clipping plane
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planes[VF_NEAR_PLANE].Normal.X = mat[3 ] + mat[2];
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planes[VF_NEAR_PLANE].Normal.Y = mat[7 ] + mat[6];
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planes[VF_NEAR_PLANE].Normal.Z = mat[11] + mat[10];
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planes[VF_NEAR_PLANE].D = mat[15] + mat[14];
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}
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// normalize normals
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u32 i;
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for ( i=0; i != VF_PLANE_COUNT; ++i)
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{
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const f32 len = -core::reciprocal_squareroot(
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planes[i].Normal.getLengthSQ());
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planes[i].Normal *= len;
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planes[i].D *= len;
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}
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// make bounding box
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recalculateBoundingBox();
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}
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/*!
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View Frustum depends on Projection & View Matrix
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*/
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inline core::matrix4& SViewFrustum::getTransform(video::E_TRANSFORMATION_STATE state)
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{
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u32 index = 0;
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switch ( state )
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{
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case video::ETS_PROJECTION:
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index = SViewFrustum::ETS_PROJECTION; break;
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case video::ETS_VIEW:
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index = SViewFrustum::ETS_VIEW; break;
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default:
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break;
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}
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return Matrices [ index ];
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}
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/*!
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View Frustum depends on Projection & View Matrix
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*/
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inline const core::matrix4& SViewFrustum::getTransform(video::E_TRANSFORMATION_STATE state) const
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{
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u32 index = 0;
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switch ( state )
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{
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case video::ETS_PROJECTION:
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index = SViewFrustum::ETS_PROJECTION; break;
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case video::ETS_VIEW:
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index = SViewFrustum::ETS_VIEW; break;
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default:
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break;
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}
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return Matrices [ index ];
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}
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//! Clips a line to the frustum
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inline bool SViewFrustum::clipLine(core::line3d<f32>& line) const
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{
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bool wasClipped = false;
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for (u32 i=0; i < VF_PLANE_COUNT; ++i)
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{
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if (planes[i].classifyPointRelation(line.start) == core::ISREL3D_FRONT)
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{
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line.start = line.start.getInterpolated(line.end,
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1.f-planes[i].getKnownIntersectionWithLine(line.start, line.end));
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wasClipped = true;
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}
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if (planes[i].classifyPointRelation(line.end) == core::ISREL3D_FRONT)
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{
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line.end = line.start.getInterpolated(line.end,
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1.f-planes[i].getKnownIntersectionWithLine(line.start, line.end));
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wasClipped = true;
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}
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}
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return wasClipped;
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}
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inline void SViewFrustum::recalculateBoundingSphere()
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{
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// Find the center
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const float shortlen = (getNearLeftUp() - getNearRightUp()).getLength();
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const float longlen = (getFarLeftUp() - getFarRightUp()).getLength();
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const float farlen = FarNearDistance;
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const float fartocenter = (farlen + (shortlen - longlen) * (shortlen + longlen)/(4*farlen)) / 2;
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const float neartocenter = farlen - fartocenter;
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BoundingCenter = cameraPosition + -planes[VF_NEAR_PLANE].Normal * neartocenter;
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// Find the radius
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core::vector3df dir[8];
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dir[0] = getFarLeftUp() - BoundingCenter;
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dir[1] = getFarRightUp() - BoundingCenter;
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dir[2] = getFarLeftDown() - BoundingCenter;
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dir[3] = getFarRightDown() - BoundingCenter;
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dir[4] = getNearRightDown() - BoundingCenter;
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dir[5] = getNearLeftDown() - BoundingCenter;
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dir[6] = getNearRightUp() - BoundingCenter;
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dir[7] = getNearLeftUp() - BoundingCenter;
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u32 i = 0;
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float diam[8] = { 0.f };
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for (i = 0; i < 8; ++i)
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diam[i] = dir[i].getLengthSQ();
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float longest = 0;
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for (i = 0; i < 8; ++i)
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{
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if (diam[i] > longest)
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longest = diam[i];
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}
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BoundingRadius = sqrtf(longest);
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}
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} // end namespace scene
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} // end namespace irr
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#endif
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