#region ================== Copyright (c) 2007 Pascal vd Heiden /* * Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com * This program is released under GNU General Public License * * This program 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. * */ #endregion #region ================== Namespaces using System; #endregion namespace CodeImp.DoomBuilder.Geometry { public class ProjectedFrustum2D { #region ================== Variables // Frustum settings private float near; private float far; private float fov; private Vector2D pos; private float xyangle; private float zangle; // Frustum lines private Line2D[] lines; // Circle private Vector2D center; private float radius; #endregion #region ================== Properties public float Near { get { return near; } } public float Far { get { return far; } } public float Fov { get { return fov; } } public Vector2D Position { get { return pos; } } public float XYAngle { get { return xyangle; } } public float ZAngle { get { return zangle; } } public Line2D[] Lines { get { return lines; } } public Vector2D Center { get { return center; } } public float Radius { get { return radius; } } #endregion #region ================== Constructor / Destructor // Constructor public ProjectedFrustum2D(Vector2D pos, float xyangle, float zangle, float near, float far, float fov) { Vector2D[] forwards = new Vector2D[4]; Vector2D[] downwards = new Vector2D[4]; Vector2D[] corners = new Vector2D[4]; // Initialize this.pos = pos; this.xyangle = xyangle; this.zangle = zangle; this.near = near; this.far = far; this.fov = fov; // Make the corners for a forward frustum // The corners are in this order: Left-Far, Right-Far, Left-Near, Right-Near float fovhalf = fov * 0.5f; float fovhalfcos = (float)Math.Cos(fovhalf); float farsidelength = far / fovhalfcos; float nearsidelength = near / fovhalfcos; forwards[0] = pos + Vector2D.FromAngle(xyangle - fovhalf, farsidelength); forwards[1] = pos + Vector2D.FromAngle(xyangle + fovhalf, farsidelength); forwards[2] = pos + Vector2D.FromAngle(xyangle - fovhalf, nearsidelength); forwards[3] = pos + Vector2D.FromAngle(xyangle + fovhalf, nearsidelength); // Make the corners for a downward frustum // The corners are in the same order as above //float farradius = far * (float)Math.Tan(fovhalf) * Angle2D.SQRT2; float farradius = far * 0.5f * Angle2D.SQRT2; downwards[0] = pos + Vector2D.FromAngle(xyangle - Angle2D.PI * 0.25f, farradius); downwards[1] = pos + Vector2D.FromAngle(xyangle + Angle2D.PI * 0.25f, farradius); downwards[2] = pos + Vector2D.FromAngle(xyangle - Angle2D.PI * 0.75f, farradius); downwards[3] = pos + Vector2D.FromAngle(xyangle + Angle2D.PI * 0.75f, farradius); // Interpolate between the two to make the final corners depending on the z angle float d = Math.Abs((float)Math.Sin(zangle)); corners[0] = forwards[0] * (1.0f - d) + downwards[0] * d; corners[1] = forwards[1] * (1.0f - d) + downwards[1] * d; corners[2] = forwards[2] * (1.0f - d) + downwards[2] * d; corners[3] = forwards[3] * (1.0f - d) + downwards[3] * d; // Make the frustum lines // Note that the lines all have their right side inside the frustum! lines = new Line2D[4]; lines[0] = new Line2D(corners[2], corners[0]); lines[1] = new Line2D(corners[1], corners[3]); lines[2] = new Line2D(corners[3], corners[2]); lines[3] = new Line2D(corners[0], corners[1]); // Calculate the circle center center = (corners[0] + corners[1] + corners[2] + corners[3]) * 0.25f; // Calculate the radius from the center to the farthest corner float radius2 = 0.0f; for(int i = 0; i < corners.Length; i++) { float distance2 = Vector2D.DistanceSq(center, corners[i]); if(distance2 > radius2) radius2 = distance2; } radius = (float)Math.Sqrt(radius2); } #endregion #region ================== Methods // This checks if a specified circle is intersecting the frustum // NOTE: This checks only against the actual frustum and does not use the frustum circle! public bool IntersectCircle(Vector2D circlecenter, float circleradius) { // Go for all frustum lines for(int i = 0; i < lines.Length; i++) { // Check on which side the circle center lies if(lines[i].GetSideOfLine(circlecenter) < 0) { // Center is outside the frustum // If the circle is not overlapping, it is not intersecting. if(lines[i].GetDistanceToLineSq(circlecenter, false) > (circleradius * circleradius)) return false; } } // Intersecting! return true; } //mxd /*public bool IntersectPoint(Vector2D point) { for (int i = 0; i < lines.Length; i++) { if (lines[i].GetSideOfLine(point) < 0) return false; } return true; }*/ #endregion } }