mirror of
https://github.com/blendogames/quadrilateralcowboy.git
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265 lines
11 KiB
C++
265 lines
11 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#ifndef __BV_FRUSTUM_H__
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#define __BV_FRUSTUM_H__
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/*
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===============================================================================
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Orthogonal Frustum
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===============================================================================
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*/
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class idFrustum {
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public:
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idFrustum( void );
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void SetOrigin( const idVec3 &origin );
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void SetAxis( const idMat3 &axis );
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void SetSize( float dNear, float dFar, float dLeft, float dUp );
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void SetPyramid( float dNear, float dFar );
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void MoveNearDistance( float dNear );
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void MoveFarDistance( float dFar );
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const idVec3 & GetOrigin( void ) const; // returns frustum origin
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const idMat3 & GetAxis( void ) const; // returns frustum orientation
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idVec3 GetCenter( void ) const; // returns center of frustum
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bool IsValid( void ) const; // returns true if the frustum is valid
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float GetNearDistance( void ) const; // returns distance to near plane
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float GetFarDistance( void ) const; // returns distance to far plane
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float GetLeft( void ) const; // returns left vector length
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float GetUp( void ) const; // returns up vector length
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idFrustum Expand( const float d ) const; // returns frustum expanded in all directions with the given value
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idFrustum & ExpandSelf( const float d ); // expands frustum in all directions with the given value
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idFrustum Translate( const idVec3 &translation ) const; // returns translated frustum
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idFrustum & TranslateSelf( const idVec3 &translation ); // translates frustum
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idFrustum Rotate( const idMat3 &rotation ) const; // returns rotated frustum
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idFrustum & RotateSelf( const idMat3 &rotation ); // rotates frustum
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float PlaneDistance( const idPlane &plane ) const;
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int PlaneSide( const idPlane &plane, const float epsilon = ON_EPSILON ) const;
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// fast culling but might not cull everything outside the frustum
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bool CullPoint( const idVec3 &point ) const;
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bool CullBounds( const idBounds &bounds ) const;
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bool CullBox( const idBox &box ) const;
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bool CullSphere( const idSphere &sphere ) const;
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bool CullFrustum( const idFrustum &frustum ) const;
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bool CullWinding( const class idWinding &winding ) const;
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// exact intersection tests
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bool ContainsPoint( const idVec3 &point ) const;
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bool IntersectsBounds( const idBounds &bounds ) const;
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bool IntersectsBox( const idBox &box ) const;
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bool IntersectsSphere( const idSphere &sphere ) const;
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bool IntersectsFrustum( const idFrustum &frustum ) const;
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bool IntersectsWinding( const idWinding &winding ) const;
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bool LineIntersection( const idVec3 &start, const idVec3 &end ) const;
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bool RayIntersection( const idVec3 &start, const idVec3 &dir, float &scale1, float &scale2 ) const;
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// returns true if the projection origin is far enough away from the bounding volume to create a valid frustum
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bool FromProjection( const idBounds &bounds, const idVec3 &projectionOrigin, const float dFar );
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bool FromProjection( const idBox &box, const idVec3 &projectionOrigin, const float dFar );
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bool FromProjection( const idSphere &sphere, const idVec3 &projectionOrigin, const float dFar );
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// moves the far plane so it extends just beyond the bounding volume
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bool ConstrainToBounds( const idBounds &bounds );
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bool ConstrainToBox( const idBox &box );
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bool ConstrainToSphere( const idSphere &sphere );
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bool ConstrainToFrustum( const idFrustum &frustum );
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void ToPlanes( idPlane planes[6] ) const; // planes point outwards
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void ToPoints( idVec3 points[8] ) const; // 8 corners of the frustum
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// calculates the projection of this frustum onto the given axis
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void AxisProjection( const idVec3 &dir, float &min, float &max ) const;
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void AxisProjection( const idMat3 &ax, idBounds &bounds ) const;
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// calculates the bounds for the projection in this frustum
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bool ProjectionBounds( const idBounds &bounds, idBounds &projectionBounds ) const;
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bool ProjectionBounds( const idBox &box, idBounds &projectionBounds ) const;
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bool ProjectionBounds( const idSphere &sphere, idBounds &projectionBounds ) const;
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bool ProjectionBounds( const idFrustum &frustum, idBounds &projectionBounds ) const;
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bool ProjectionBounds( const idWinding &winding, idBounds &projectionBounds ) const;
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// calculates the bounds for the projection in this frustum of the given frustum clipped to the given box
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bool ClippedProjectionBounds( const idFrustum &frustum, const idBox &clipBox, idBounds &projectionBounds ) const;
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private:
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idVec3 origin; // frustum origin
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idMat3 axis; // frustum orientation
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float dNear; // distance of near plane, dNear >= 0.0f
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float dFar; // distance of far plane, dFar > dNear
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float dLeft; // half the width at the far plane
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float dUp; // half the height at the far plane
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float invFar; // 1.0f / dFar
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private:
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bool CullLocalBox( const idVec3 &localOrigin, const idVec3 &extents, const idMat3 &localAxis ) const;
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bool CullLocalFrustum( const idFrustum &localFrustum, const idVec3 indexPoints[8], const idVec3 cornerVecs[4] ) const;
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bool CullLocalWinding( const idVec3 *points, const int numPoints, int *pointCull ) const;
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bool BoundsCullLocalFrustum( const idBounds &bounds, const idFrustum &localFrustum, const idVec3 indexPoints[8], const idVec3 cornerVecs[4] ) const;
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bool LocalLineIntersection( const idVec3 &start, const idVec3 &end ) const;
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bool LocalRayIntersection( const idVec3 &start, const idVec3 &dir, float &scale1, float &scale2 ) const;
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bool LocalFrustumIntersectsFrustum( const idVec3 points[8], const bool testFirstSide ) const;
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bool LocalFrustumIntersectsBounds( const idVec3 points[8], const idBounds &bounds ) const;
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void ToClippedPoints( const float fractions[4], idVec3 points[8] ) const;
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void ToIndexPoints( idVec3 indexPoints[8] ) const;
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void ToIndexPointsAndCornerVecs( idVec3 indexPoints[8], idVec3 cornerVecs[4] ) const;
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void AxisProjection( const idVec3 indexPoints[8], const idVec3 cornerVecs[4], const idVec3 &dir, float &min, float &max ) const;
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void AddLocalLineToProjectionBoundsSetCull( const idVec3 &start, const idVec3 &end, int &startCull, int &endCull, idBounds &bounds ) const;
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void AddLocalLineToProjectionBoundsUseCull( const idVec3 &start, const idVec3 &end, int startCull, int endCull, idBounds &bounds ) const;
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bool AddLocalCapsToProjectionBounds( const idVec3 endPoints[4], const int endPointCull[4], const idVec3 &point, int pointCull, int pointClip, idBounds &projectionBounds ) const;
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bool BoundsRayIntersection( const idBounds &bounds, const idVec3 &start, const idVec3 &dir, float &scale1, float &scale2 ) const;
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void ClipFrustumToBox( const idBox &box, float clipFractions[4], int clipPlanes[4] ) const;
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bool ClipLine( const idVec3 localPoints[8], const idVec3 points[8], int startIndex, int endIndex, idVec3 &start, idVec3 &end, int &startClip, int &endClip ) const;
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};
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ID_INLINE idFrustum::idFrustum( void ) {
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dNear = dFar = 0.0f;
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}
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ID_INLINE void idFrustum::SetOrigin( const idVec3 &origin ) {
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this->origin = origin;
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}
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ID_INLINE void idFrustum::SetAxis( const idMat3 &axis ) {
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this->axis = axis;
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}
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ID_INLINE void idFrustum::SetSize( float dNear, float dFar, float dLeft, float dUp ) {
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assert( dNear >= 0.0f && dFar > dNear && dLeft > 0.0f && dUp > 0.0f );
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this->dNear = dNear;
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this->dFar = dFar;
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this->dLeft = dLeft;
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this->dUp = dUp;
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this->invFar = 1.0f / dFar;
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}
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ID_INLINE void idFrustum::SetPyramid( float dNear, float dFar ) {
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assert( dNear >= 0.0f && dFar > dNear );
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this->dNear = dNear;
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this->dFar = dFar;
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this->dLeft = dFar;
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this->dUp = dFar;
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this->invFar = 1.0f / dFar;
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}
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ID_INLINE void idFrustum::MoveNearDistance( float dNear ) {
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assert( dNear >= 0.0f );
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this->dNear = dNear;
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}
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ID_INLINE void idFrustum::MoveFarDistance( float dFar ) {
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assert( dFar > this->dNear ); //BC todo: crashing here.
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float scale = dFar / this->dFar;
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this->dFar = dFar;
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this->dLeft *= scale;
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this->dUp *= scale;
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this->invFar = 1.0f / dFar;
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}
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ID_INLINE const idVec3 &idFrustum::GetOrigin( void ) const {
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return origin;
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}
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ID_INLINE const idMat3 &idFrustum::GetAxis( void ) const {
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return axis;
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}
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ID_INLINE idVec3 idFrustum::GetCenter( void ) const {
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return ( origin + axis[0] * ( ( dFar - dNear ) * 0.5f ) );
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}
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ID_INLINE bool idFrustum::IsValid( void ) const {
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return ( dFar > dNear );
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}
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ID_INLINE float idFrustum::GetNearDistance( void ) const {
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return dNear;
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}
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ID_INLINE float idFrustum::GetFarDistance( void ) const {
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return dFar;
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}
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ID_INLINE float idFrustum::GetLeft( void ) const {
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return dLeft;
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}
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ID_INLINE float idFrustum::GetUp( void ) const {
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return dUp;
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}
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ID_INLINE idFrustum idFrustum::Expand( const float d ) const {
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idFrustum f = *this;
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f.origin -= d * f.axis[0];
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f.dFar += 2.0f * d;
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f.dLeft = f.dFar * dLeft * invFar;
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f.dUp = f.dFar * dUp * invFar;
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f.invFar = 1.0f / dFar;
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return f;
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}
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ID_INLINE idFrustum &idFrustum::ExpandSelf( const float d ) {
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origin -= d * axis[0];
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dFar += 2.0f * d;
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dLeft = dFar * dLeft * invFar;
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dUp = dFar * dUp * invFar;
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invFar = 1.0f / dFar;
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return *this;
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}
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ID_INLINE idFrustum idFrustum::Translate( const idVec3 &translation ) const {
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idFrustum f = *this;
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f.origin += translation;
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return f;
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}
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ID_INLINE idFrustum &idFrustum::TranslateSelf( const idVec3 &translation ) {
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origin += translation;
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return *this;
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}
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ID_INLINE idFrustum idFrustum::Rotate( const idMat3 &rotation ) const {
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idFrustum f = *this;
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f.axis *= rotation;
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return f;
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}
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ID_INLINE idFrustum &idFrustum::RotateSelf( const idMat3 &rotation ) {
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axis *= rotation;
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return *this;
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}
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#endif /* !__BV_FRUSTUM_H__ */
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