0ad/source/maths/Frustum.cpp
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

156 lines
3.9 KiB
C++
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/* Copyright (C) 2021 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. 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 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. 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 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
/*
Usually associated with the camera, there are 6 planes which define the
view pyramid. But we allow more planes per frustum which may be used for
portal rendering, where a portal may have 3 or more edges.
*/
#include "precompiled.h"
#include "Frustum.h"
#include "maths/BoundingBoxAligned.h"
#include "maths/MathUtil.h"
#include "maths/Matrix3D.h"
CFrustum::CFrustum()
{
m_NumPlanes = 0;
}
CFrustum::~CFrustum()
{
}
void CFrustum::SetNumPlanes(size_t num)
{
m_NumPlanes = num;
if (m_NumPlanes >= MAX_NUM_FRUSTUM_PLANES)
{
debug_warn(L"CFrustum::SetNumPlanes: Too many planes");
m_NumPlanes = MAX_NUM_FRUSTUM_PLANES - 1;
}
}
void CFrustum::AddPlane(const CPlane& plane)
{
if (m_NumPlanes >= MAX_NUM_FRUSTUM_PLANES)
{
debug_warn(L"CFrustum::AddPlane: Too many planes");
return;
}
m_Planes[m_NumPlanes++] = plane;
}
void CFrustum::Transform(const CMatrix3D& m)
{
for (size_t i = 0; i < m_NumPlanes; ++i)
{
CVector3D n = m.Rotate(m_Planes[i].m_Norm);
CVector3D p = m.Transform(m_Planes[i].m_Norm * -m_Planes[i].m_Dist);
m_Planes[i].Set(n, p);
m_Planes[i].Normalize();
}
}
bool CFrustum::IsPointVisible(const CVector3D& point) const
{
for (size_t i = 0; i < m_NumPlanes; ++i)
{
if (m_Planes[i].IsPointOnBackSide(point))
return false;
}
return true;
}
bool CFrustum::DoesSegmentIntersect(const CVector3D& startRef, const CVector3D& endRef) const
{
CVector3D start = startRef;
CVector3D end = endRef;
if (IsPointVisible(start) || IsPointVisible(end))
return true;
CVector3D intersect;
for (size_t i = 0; i < m_NumPlanes; ++i)
{
if (m_Planes[i].FindLineSegIntersection(start, end, &intersect))
{
if (IsPointVisible(intersect))
return true;
}
}
return false;
}
bool CFrustum::IsSphereVisible(const CVector3D& center, float radius) const
{
for (size_t i = 0; i < m_NumPlanes; ++i)
{
// If none of the sphere is in front of the plane, then
// it is outside the frustum.
if (-m_Planes[i].DistanceToPlane(center) > radius)
return false;
}
return true;
}
bool CFrustum::IsBoxVisible(const CVector3D& position, const CBoundingBoxAligned& bounds) const
{
// Basically for every plane we calculate the furthest point
// in the box to that plane. If that point is beyond the plane
// then the box is not visible.
CVector3D farPoint;
CVector3D minPoint = position + bounds[0];
CVector3D maxPoint = position + bounds[1];
for (size_t i = 0; i < m_NumPlanes; ++i)
{
farPoint.X = m_Planes[i].m_Norm.X > 0.0f ? maxPoint.X : minPoint.X;
farPoint.Y = m_Planes[i].m_Norm.Y > 0.0f ? maxPoint.Y : minPoint.Y;
farPoint.Z = m_Planes[i].m_Norm.Z > 0.0f ? maxPoint.Z : minPoint.Z;
if (m_Planes[i].IsPointOnBackSide(farPoint))
return false;
}
return true;
}
bool CFrustum::IsBoxVisible(const CBoundingBoxAligned& bounds) const
{
// Same as the previous one, but with the position = (0, 0, 0).
CVector3D farPoint;
for (size_t i = 0; i < m_NumPlanes; ++i)
{
farPoint.X = m_Planes[i].m_Norm.X > 0.0f ? bounds[1].X : bounds[0].X;
farPoint.Y = m_Planes[i].m_Norm.Y > 0.0f ? bounds[1].Y : bounds[0].Y;
farPoint.Z = m_Planes[i].m_Norm.Z > 0.0f ? bounds[1].Z : bounds[0].Z;
if (m_Planes[i].IsPointOnBackSide(farPoint))
return false;
}
return true;
}