/* =========================================================================== Doom 3 GPL Source Code Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?). Doom 3 Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Doom 3 Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Doom 3 Source Code. If not, see . In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #include "../precompiled.h" void BoxToPoints( const idVec3 ¢er, const idVec3 &extents, const idMat3 &axis, idVec3 points[8] ); /* ============ idFrustum::ProjectionBounds ============ */ bool idFrustum::ProjectionBounds( const idBox &box, idBounds &projectionBounds ) const { int i, p1, p2, pointCull[8], culled, outside; float scale1, scale2; idFrustum localFrustum; idVec3 points[8], localOrigin; idMat3 localAxis, localScaled; idBounds bounds( -box.GetExtents(), box.GetExtents() ); // if the frustum origin is inside the bounds if ( bounds.ContainsPoint( ( origin - box.GetCenter() ) * box.GetAxis().Transpose() ) ) { // bounds that cover the whole frustum float boxMin, boxMax, base; base = origin * axis[0]; box.AxisProjection( axis[0], boxMin, boxMax ); projectionBounds[0].x = boxMin - base; projectionBounds[1].x = boxMax - base; projectionBounds[0].y = projectionBounds[0].z = -1.0f; projectionBounds[1].y = projectionBounds[1].z = 1.0f; return true; } projectionBounds.Clear(); // transform the bounds into the space of this frustum localOrigin = ( box.GetCenter() - origin ) * axis.Transpose(); localAxis = box.GetAxis() * axis.Transpose(); BoxToPoints( localOrigin, box.GetExtents(), localAxis, points ); // test outer four edges of the bounds culled = -1; outside = 0; for ( i = 0; i < 4; i++ ) { p1 = i; p2 = 4 + i; AddLocalLineToProjectionBoundsSetCull( points[p1], points[p2], pointCull[p1], pointCull[p2], projectionBounds ); culled &= pointCull[p1] & pointCull[p2]; outside |= pointCull[p1] | pointCull[p2]; } // if the bounds are completely outside this frustum if ( culled ) { return false; } // if the bounds are completely inside this frustum if ( !outside ) { return true; } // test the remaining edges of the bounds for ( i = 0; i < 4; i++ ) { p1 = i; p2 = (i+1)&3; AddLocalLineToProjectionBoundsUseCull( points[p1], points[p2], pointCull[p1], pointCull[p2], projectionBounds ); } for ( i = 0; i < 4; i++ ) { p1 = 4 + i; p2 = 4 + ((i+1)&3); AddLocalLineToProjectionBoundsUseCull( points[p1], points[p2], pointCull[p1], pointCull[p2], projectionBounds ); } // if the bounds extend beyond two or more boundaries of this frustum if ( outside != 1 && outside != 2 && outside != 4 && outside != 8 ) { localOrigin = ( origin - box.GetCenter() ) * box.GetAxis().Transpose(); localScaled = axis * box.GetAxis().Transpose(); localScaled[0] *= dFar; localScaled[1] *= dLeft; localScaled[2] *= dUp; // test the outer edges of this frustum for intersection with the bounds if ( (outside & 2) && (outside & 8) ) { BoundsRayIntersection( bounds, localOrigin, localScaled[0] - localScaled[1] - localScaled[2], scale1, scale2 ); if ( scale1 <= scale2 && scale1 >= 0.0f ) { projectionBounds.AddPoint( idVec3( scale1 * dFar, -1.0f, -1.0f ) ); projectionBounds.AddPoint( idVec3( scale2 * dFar, -1.0f, -1.0f ) ); } } if ( (outside & 2) && (outside & 4) ) { BoundsRayIntersection( bounds, localOrigin, localScaled[0] - localScaled[1] + localScaled[2], scale1, scale2 ); if ( scale1 <= scale2 && scale1 >= 0.0f ) { projectionBounds.AddPoint( idVec3( scale1 * dFar, -1.0f, 1.0f ) ); projectionBounds.AddPoint( idVec3( scale2 * dFar, -1.0f, 1.0f ) ); } } if ( (outside & 1) && (outside & 8) ) { BoundsRayIntersection( bounds, localOrigin, localScaled[0] + localScaled[1] - localScaled[2], scale1, scale2 ); if ( scale1 <= scale2 && scale1 >= 0.0f ) { projectionBounds.AddPoint( idVec3( scale1 * dFar, 1.0f, -1.0f ) ); projectionBounds.AddPoint( idVec3( scale2 * dFar, 1.0f, -1.0f ) ); } } if ( (outside & 1) && (outside & 2) ) { BoundsRayIntersection( bounds, localOrigin, localScaled[0] + localScaled[1] + localScaled[2], scale1, scale2 ); if ( scale1 <= scale2 && scale1 >= 0.0f ) { projectionBounds.AddPoint( idVec3( scale1 * dFar, 1.0f, 1.0f ) ); projectionBounds.AddPoint( idVec3( scale2 * dFar, 1.0f, 1.0f ) ); } } } return true; }