mirror of
https://git.do.srb2.org/STJr/ZoneBuilder.git
synced 2024-11-12 23:54:10 +00:00
151 lines
4.9 KiB
C#
151 lines
4.9 KiB
C#
|
|
#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 readonly float near;
|
|
private readonly float far;
|
|
private readonly float fov;
|
|
private readonly Vector2D pos;
|
|
private readonly float xyangle;
|
|
private readonly float zangle;
|
|
|
|
// Frustum lines
|
|
private readonly Line2D[] lines;
|
|
|
|
// Circle
|
|
private readonly Vector2D center;
|
|
private readonly 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;
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|