// // ViewFrustum.cpp // libraries/shared/src // // Created by Brad Hefta-Gaub on 04/11/13. // Copyright 2013 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // #include #include #include #include #include #include #include "GeometryUtil.h" #include "GLMHelpers.h" #include "NumericalConstants.h" #include "SharedLogging.h" //#include "OctreeConstants.h" #include "ViewFrustum.h" using namespace std; void ViewFrustum::setOrientation(const glm::quat& orientationAsQuaternion) { _orientation = orientationAsQuaternion; _right = glm::vec3(orientationAsQuaternion * glm::vec4(IDENTITY_RIGHT, 0.0f)); _up = glm::vec3(orientationAsQuaternion * glm::vec4(IDENTITY_UP, 0.0f)); _direction = glm::vec3(orientationAsQuaternion * glm::vec4(IDENTITY_FORWARD, 0.0f)); _view = glm::translate(mat4(), _position) * glm::mat4_cast(_orientation); } void ViewFrustum::setPosition(const glm::vec3& position) { _position = position; _view = glm::translate(mat4(), _position) * glm::mat4_cast(_orientation); } // Order cooresponds to the order defined in the BoxVertex enum. static const glm::vec4 NDC_VALUES[NUM_FRUSTUM_CORNERS] = { glm::vec4(-1.0f, -1.0f, -1.0f, 1.0f), glm::vec4(1.0f, -1.0f, -1.0f, 1.0f), glm::vec4(1.0f, 1.0f, -1.0f, 1.0f), glm::vec4(-1.0f, 1.0f, -1.0f, 1.0f), glm::vec4(-1.0f, -1.0f, 1.0f, 1.0f), glm::vec4(1.0f, -1.0f, 1.0f, 1.0f), glm::vec4(1.0f, 1.0f, 1.0f, 1.0f), glm::vec4(-1.0f, 1.0f, 1.0f, 1.0f), }; void ViewFrustum::setProjection(const glm::mat4& projection) { _projection = projection; glm::mat4 inverseProjection = glm::inverse(projection); // compute frustum corners for (int i = 0; i < NUM_FRUSTUM_CORNERS; ++i) { _corners[i] = inverseProjection * NDC_VALUES[i]; _corners[i] /= _corners[i].w; } // compute frustum properties _nearClip = -_corners[BOTTOM_LEFT_NEAR].z; _farClip = -_corners[BOTTOM_LEFT_FAR].z; _aspectRatio = (_corners[TOP_RIGHT_NEAR].x - _corners[BOTTOM_LEFT_NEAR].x) / (_corners[TOP_RIGHT_NEAR].y - _corners[BOTTOM_LEFT_NEAR].y); glm::vec4 top = inverseProjection * vec4(0.0f, 1.0f, -1.0f, 1.0f); top /= top.w; _fieldOfView = abs(glm::degrees(2.0f * abs(glm::angle(vec3(0.0f, 0.0f, -1.0f), glm::normalize(vec3(top)))))); } // ViewFrustum::calculate() // // Description: this will calculate the view frustum bounds for a given position and direction // // Notes on how/why this works: // http://www.lighthouse3d.com/tutorials/view-frustum-culling/view-frustums-shape/ // void ViewFrustum::calculate() { // find the intersections of the rays through the corners with the clip planes in view space, // then transform them to world space glm::mat4 worldMatrix = glm::translate(_position) * glm::mat4(glm::mat3(_right, _up, -_direction)); glm::vec4 v; for (int i = 0; i < NUM_FRUSTUM_CORNERS; ++i) { v = worldMatrix * _corners[i]; v /= v.w; _cornersWorld[i] = glm::vec3(v); } // compute the six planes // The planes are defined such that the normal points towards the inside of the view frustum. // Testing if an object is inside the view frustum is performed by computing on which side of // the plane the object resides. This can be done computing the signed distance from the point // to the plane. If it is on the side that the normal is pointing, i.e. the signed distance // is positive, then it is on the right side of the respective plane. If an object is on the // right side of all six planes then the object is inside the frustum. // the function set3Points assumes that the points are given in counter clockwise order, assume you // are inside the frustum, facing the plane. Start with any point, and go counter clockwise for // three consecutive points _planes[TOP_PLANE].set3Points(_cornersWorld[TOP_RIGHT_NEAR], _cornersWorld[TOP_LEFT_NEAR], _cornersWorld[TOP_LEFT_FAR]); _planes[BOTTOM_PLANE].set3Points(_cornersWorld[BOTTOM_LEFT_NEAR], _cornersWorld[BOTTOM_RIGHT_NEAR], _cornersWorld[BOTTOM_RIGHT_FAR]); _planes[LEFT_PLANE].set3Points(_cornersWorld[BOTTOM_LEFT_NEAR], _cornersWorld[BOTTOM_LEFT_FAR], _cornersWorld[TOP_LEFT_FAR]); _planes[RIGHT_PLANE].set3Points(_cornersWorld[BOTTOM_RIGHT_FAR], _cornersWorld[BOTTOM_RIGHT_NEAR], _cornersWorld[TOP_RIGHT_FAR]); _planes[NEAR_PLANE].set3Points(_cornersWorld[BOTTOM_RIGHT_NEAR], _cornersWorld[BOTTOM_LEFT_NEAR], _cornersWorld[TOP_LEFT_NEAR]); _planes[FAR_PLANE].set3Points(_cornersWorld[BOTTOM_LEFT_FAR], _cornersWorld[BOTTOM_RIGHT_FAR], _cornersWorld[TOP_RIGHT_FAR]); // Also calculate our projection matrix in case people want to project points... // Projection matrix : Field of View, ratio, display range : near to far glm::vec3 lookAt = _position + _direction; glm::mat4 view = glm::lookAt(_position, lookAt, _up); // Our ModelViewProjection : multiplication of our 3 matrices (note: model is identity, so we can drop it) _ourModelViewProjectionMatrix = _projection * view; // Remember, matrix multiplication is the other way around } void ViewFrustum::calculateProjection() { if (0.0f != _aspectRatio && 0.0f != _nearClip && 0.0f != _farClip && _nearClip != _farClip) { // _projection is calculated from the frustum parameters _projection = glm::perspective( glm::radians(_fieldOfView), _aspectRatio, _nearClip, _farClip); // frustum corners are computed from inverseProjection glm::mat4 inverseProjection = glm::inverse(_projection); for (int i = 0; i < NUM_FRUSTUM_CORNERS; ++i) { _corners[i] = inverseProjection * NDC_VALUES[i]; _corners[i] /= _corners[i].w; } // finally calculate planes and _ourModelViewProjectionMatrix calculate(); } } //enum { TOP_PLANE = 0, BOTTOM_PLANE, LEFT_PLANE, RIGHT_PLANE, NEAR_PLANE, FAR_PLANE }; const char* ViewFrustum::debugPlaneName (int plane) const { switch (plane) { case TOP_PLANE: return "Top Plane"; case BOTTOM_PLANE: return "Bottom Plane"; case LEFT_PLANE: return "Left Plane"; case RIGHT_PLANE: return "Right Plane"; case NEAR_PLANE: return "Near Plane"; case FAR_PLANE: return "Far Plane"; } return "Unknown"; } void ViewFrustum::fromByteArray(const QByteArray& input) { // From the wire! glm::vec3 cameraPosition; glm::quat cameraOrientation; float cameraCenterRadius; float cameraFov; float cameraAspectRatio; float cameraNearClip; float cameraFarClip; const unsigned char* startPosition = reinterpret_cast(input.constData()); const unsigned char* sourceBuffer = startPosition; // camera details memcpy(&cameraPosition, sourceBuffer, sizeof(cameraPosition)); sourceBuffer += sizeof(cameraPosition); sourceBuffer += unpackOrientationQuatFromBytes(sourceBuffer, cameraOrientation); sourceBuffer += unpackFloatAngleFromTwoByte((uint16_t*)sourceBuffer, &cameraFov); sourceBuffer += unpackFloatRatioFromTwoByte(sourceBuffer, cameraAspectRatio); sourceBuffer += unpackClipValueFromTwoByte(sourceBuffer, cameraNearClip); sourceBuffer += unpackClipValueFromTwoByte(sourceBuffer, cameraFarClip); memcpy(&cameraCenterRadius, sourceBuffer, sizeof(cameraCenterRadius)); sourceBuffer += sizeof(cameraCenterRadius); setPosition(cameraPosition); setOrientation(cameraOrientation); setCenterRadius(cameraCenterRadius); // Also make sure it's got the correct lens details from the camera if (0.0f != cameraAspectRatio && 0.0f != cameraNearClip && 0.0f != cameraFarClip && cameraNearClip != cameraFarClip) { setProjection(glm::perspective( glm::radians(cameraFov), cameraAspectRatio, cameraNearClip, cameraFarClip)); calculate(); } } QByteArray ViewFrustum::toByteArray() { static const int LARGE_ENOUGH = 1024; QByteArray viewFrustumDataByteArray(LARGE_ENOUGH, 0); unsigned char* destinationBuffer = reinterpret_cast(viewFrustumDataByteArray.data()); unsigned char* startPosition = destinationBuffer; // camera details memcpy(destinationBuffer, &_position, sizeof(_position)); destinationBuffer += sizeof(_position); destinationBuffer += packOrientationQuatToBytes(destinationBuffer, _orientation); destinationBuffer += packFloatAngleToTwoByte(destinationBuffer, _fieldOfView); destinationBuffer += packFloatRatioToTwoByte(destinationBuffer, _aspectRatio); destinationBuffer += packClipValueToTwoByte(destinationBuffer, _nearClip); destinationBuffer += packClipValueToTwoByte(destinationBuffer, _farClip); memcpy(destinationBuffer, &_centerSphereRadius, sizeof(_centerSphereRadius)); destinationBuffer += sizeof(_centerSphereRadius); return viewFrustumDataByteArray.left(destinationBuffer - startPosition); } ViewFrustum::intersection ViewFrustum::calculateCubeFrustumIntersection(const AACube& cube) const { // only check against frustum ViewFrustum::intersection result = INSIDE; for(int i = 0; i < NUM_FRUSTUM_PLANES; i++) { const glm::vec3& normal = _planes[i].getNormal(); // check distance to farthest cube point if ( _planes[i].distance(cube.getFarthestVertex(normal)) < 0.0f) { return OUTSIDE; } else { // check distance to nearest cube point if (_planes[i].distance(cube.getNearestVertex(normal)) < 0.0f) { // cube straddles the plane result = INTERSECT; } } } return result; } const float HALF_SQRT_THREE = 0.8660254f; ViewFrustum::intersection ViewFrustum::calculateCubeKeyholeIntersection(const AACube& cube) const { // check against centeral sphere ViewFrustum::intersection sphereResult = INTERSECT; glm::vec3 cubeOffset = cube.calcCenter() - _position; float distance = glm::length(cubeOffset); if (distance > EPSILON) { glm::vec3 vertex = cube.getFarthestVertex(cubeOffset) - _position; if (glm::dot(vertex, cubeOffset) < _centerSphereRadius * distance) { // the most outward cube vertex is inside central sphere return INSIDE; } if (!cube.touchesSphere(_position, _centerSphereRadius)) { sphereResult = OUTSIDE; } } else if (_centerSphereRadius > HALF_SQRT_THREE * cube.getScale()) { // the cube is in center of sphere and its bounding radius is inside return INSIDE; } // check against frustum ViewFrustum::intersection frustumResult = calculateCubeFrustumIntersection(cube); return (frustumResult == OUTSIDE) ? sphereResult : frustumResult; } bool ViewFrustum::pointIntersectsFrustum(const glm::vec3& point) const { // only check against frustum for(int i = 0; i < NUM_FRUSTUM_PLANES; ++i) { float distance = _planes[i].distance(point); if (distance < 0.0f) { return false; } } return true; } bool ViewFrustum::sphereIntersectsFrustum(const glm::vec3& center, float radius) const { // only check against frustum for(int i = 0; i < NUM_FRUSTUM_PLANES; i++) { float distance = _planes[i].distance(center); if (distance < -radius) { // This is outside the regular frustum, so just return the value from checking the keyhole return false; } } return true; } bool ViewFrustum::boxIntersectsFrustum(const AABox& box) const { // only check against frustum for(int i = 0; i < NUM_FRUSTUM_PLANES; i++) { const glm::vec3& normal = _planes[i].getNormal(); // check distance to farthest box point if ( _planes[i].distance(box.getFarthestVertex(normal)) < 0.0f) { return false; } } return true; } bool ViewFrustum::sphereIntersectsKeyhole(const glm::vec3& center, float radius) const { // check positive touch against central sphere if (glm::length(center - _position) <= (radius + _centerSphereRadius)) { return true; } // check negative touches against frustum planes for(int i = 0; i < NUM_FRUSTUM_PLANES; i++) { if ( _planes[i].distance(center) < -radius) { return false; } } return true; } bool ViewFrustum::cubeIntersectsKeyhole(const AACube& cube) const { // check positive touch against central sphere if (cube.touchesSphere(_position, _centerSphereRadius)) { return true; } // check negative touches against frustum planes for(int i = 0; i < NUM_FRUSTUM_PLANES; i++) { const glm::vec3& normal = _planes[i].getNormal(); if ( _planes[i].distance(cube.getFarthestVertex(normal)) < 0.0f) { return false; } } return true; } bool ViewFrustum::boxIntersectsKeyhole(const AABox& box) const { // check positive touch against central sphere if (box.touchesSphere(_position, _centerSphereRadius)) { return true; } // check negative touches against frustum planes for(int i = 0; i < NUM_FRUSTUM_PLANES; i++) { const glm::vec3& normal = _planes[i].getNormal(); if ( _planes[i].distance(box.getFarthestVertex(normal)) < 0.0f) { return false; } } return true; } bool closeEnough(float a, float b, float relativeError) { assert(relativeError >= 0.0f); // NOTE: we add EPSILON to the denominator so we can avoid checking for division by zero. // This method works fine when: fabsf(a + b) >> EPSILON return fabsf(a - b) / (0.5f * fabsf(a + b) + EPSILON) < relativeError; } bool ViewFrustum::isVerySimilar(const ViewFrustum& other) const { const float MIN_POSITION_SLOP_SQUARED = 25.0f; // 5 meters squared const float MIN_ORIENTATION_DOT = 0.9924039f; // dot product of two quaternions 10 degrees apart const float MIN_RELATIVE_ERROR = 0.01f; // 1% return glm::distance2(_position, other._position) < MIN_POSITION_SLOP_SQUARED && fabsf(glm::dot(_orientation, other._orientation)) > MIN_ORIENTATION_DOT && closeEnough(_fieldOfView, other._fieldOfView, MIN_RELATIVE_ERROR) && closeEnough(_aspectRatio, other._aspectRatio, MIN_RELATIVE_ERROR) && closeEnough(_nearClip, other._nearClip, MIN_RELATIVE_ERROR) && closeEnough(_farClip, other._farClip, MIN_RELATIVE_ERROR) && closeEnough(_focalLength, other._focalLength, MIN_RELATIVE_ERROR); } PickRay ViewFrustum::computePickRay(float x, float y) { glm::vec3 pickRayOrigin; glm::vec3 pickRayDirection; computePickRay(x, y, pickRayOrigin, pickRayDirection); return PickRay(pickRayOrigin, pickRayDirection); } void ViewFrustum::computePickRay(float x, float y, glm::vec3& origin, glm::vec3& direction) const { origin = _cornersWorld[TOP_LEFT_NEAR] + x * (_cornersWorld[TOP_RIGHT_NEAR] - _cornersWorld[TOP_LEFT_NEAR]) + y * (_cornersWorld[BOTTOM_LEFT_NEAR] - _cornersWorld[TOP_LEFT_NEAR]); direction = glm::normalize(origin - _position); } void ViewFrustum::computeOffAxisFrustum(float& left, float& right, float& bottom, float& top, float& nearValue, float& farValue, glm::vec4& nearClipPlane, glm::vec4& farClipPlane) const { // find the minimum and maximum z values, which will be our near and far clip distances nearValue = FLT_MAX; farValue = -FLT_MAX; for (int i = 0; i < NUM_FRUSTUM_CORNERS; i++) { nearValue = min(nearValue, -_corners[i].z); farValue = max(farValue, -_corners[i].z); } // make sure the near clip isn't too small to be valid const float MIN_NEAR = 0.01f; nearValue = max(MIN_NEAR, nearValue); // get the near/far normal and use it to find the clip planes glm::vec4 normal = glm::vec4(0.0f, 0.0f, 1.0f, 0.0f); nearClipPlane = glm::vec4(-normal.x, -normal.y, -normal.z, glm::dot(normal, _corners[0])); farClipPlane = glm::vec4(normal.x, normal.y, normal.z, -glm::dot(normal, _corners[4])); // compute the focal proportion (zero is near clip, one is far clip) float focalProportion = (_focalLength - _nearClip) / (_farClip - _nearClip); // get the extents at Z = -near left = FLT_MAX; right = -FLT_MAX; bottom = FLT_MAX; top = -FLT_MAX; for (int i = 0; i < 4; i++) { glm::vec4 corner = glm::mix(_corners[i], _corners[i + 4], focalProportion); glm::vec4 intersection = corner * (-nearValue / corner.z); left = min(left, intersection.x); right = max(right, intersection.x); bottom = min(bottom, intersection.y); top = max(top, intersection.y); } } void ViewFrustum::printDebugDetails() const { qCDebug(shared, "ViewFrustum::printDebugDetails()..."); qCDebug(shared, "_position=%f,%f,%f", (double)_position.x, (double)_position.y, (double)_position.z ); qCDebug(shared, "_direction=%f,%f,%f", (double)_direction.x, (double)_direction.y, (double)_direction.z ); qCDebug(shared, "_up=%f,%f,%f", (double)_up.x, (double)_up.y, (double)_up.z ); qCDebug(shared, "_right=%f,%f,%f", (double)_right.x, (double)_right.y, (double)_right.z ); qCDebug(shared, "_fieldOfView=%f", (double)_fieldOfView); qCDebug(shared, "_aspectRatio=%f", (double)_aspectRatio); qCDebug(shared, "_centerSphereRadius=%f", (double)_centerSphereRadius); qCDebug(shared, "_nearClip=%f", (double)_nearClip); qCDebug(shared, "_farClip=%f", (double)_farClip); qCDebug(shared, "_focalLength=%f", (double)_focalLength); } glm::vec2 ViewFrustum::projectPoint(glm::vec3 point, bool& pointInView) const { glm::vec4 pointVec4 = glm::vec4(point, 1.0f); glm::vec4 projectedPointVec4 = _ourModelViewProjectionMatrix * pointVec4; pointInView = (projectedPointVec4.w > 0.0f); // math! If the w result is negative then the point is behind the viewer // what happens with w is 0??? float x = projectedPointVec4.x / projectedPointVec4.w; float y = projectedPointVec4.y / projectedPointVec4.w; glm::vec2 projectedPoint(x,y); // if the point is out of view we also need to flip the signs of x and y if (!pointInView) { projectedPoint.x = -x; projectedPoint.y = -y; } return projectedPoint; } const int MAX_POSSIBLE_COMBINATIONS = 43; const int hullVertexLookup[MAX_POSSIBLE_COMBINATIONS][MAX_PROJECTED_POLYGON_VERTEX_COUNT+1] = { // Number of vertices in shadow polygon for the visible faces, then a list of the index of each vertice from the AACube //0 {0}, // inside {4, BOTTOM_RIGHT_NEAR, BOTTOM_RIGHT_FAR, TOP_RIGHT_FAR, TOP_RIGHT_NEAR}, // right {4, BOTTOM_LEFT_FAR, BOTTOM_LEFT_NEAR, TOP_LEFT_NEAR, TOP_LEFT_FAR }, // left {0}, // n/a //4 {4, BOTTOM_RIGHT_NEAR, BOTTOM_LEFT_NEAR, BOTTOM_LEFT_FAR, BOTTOM_RIGHT_FAR}, // bottom //5 {6, BOTTOM_RIGHT_NEAR, BOTTOM_LEFT_NEAR, BOTTOM_LEFT_FAR, BOTTOM_RIGHT_FAR, TOP_RIGHT_FAR, TOP_RIGHT_NEAR },//bottom, right {6, BOTTOM_RIGHT_NEAR, BOTTOM_LEFT_NEAR, TOP_LEFT_NEAR, TOP_LEFT_FAR, BOTTOM_LEFT_FAR, BOTTOM_RIGHT_FAR, },//bottom, left {0}, // n/a //8 {4, TOP_RIGHT_NEAR, TOP_RIGHT_FAR, TOP_LEFT_FAR, TOP_LEFT_NEAR}, // top {6, TOP_RIGHT_NEAR, BOTTOM_RIGHT_NEAR, BOTTOM_RIGHT_FAR, TOP_RIGHT_FAR, TOP_LEFT_FAR, TOP_LEFT_NEAR}, // top, right {6, TOP_RIGHT_NEAR, TOP_RIGHT_FAR, TOP_LEFT_FAR, BOTTOM_LEFT_FAR, BOTTOM_LEFT_NEAR, TOP_LEFT_NEAR}, // top, left {0}, // n/a {0}, // n/a {0}, // n/a {0}, // n/a {0}, // n/a //16 {4, BOTTOM_LEFT_NEAR, BOTTOM_RIGHT_NEAR, TOP_RIGHT_NEAR, TOP_LEFT_NEAR }, // front or near {6, BOTTOM_LEFT_NEAR, BOTTOM_RIGHT_NEAR, BOTTOM_RIGHT_FAR, TOP_RIGHT_FAR, TOP_RIGHT_NEAR, TOP_LEFT_NEAR }, // front, right {6, BOTTOM_LEFT_FAR, BOTTOM_LEFT_NEAR, BOTTOM_RIGHT_NEAR, TOP_RIGHT_NEAR, TOP_LEFT_NEAR, TOP_LEFT_FAR, }, // front, left {0}, // n/a //20 {6, BOTTOM_LEFT_NEAR, BOTTOM_LEFT_FAR, BOTTOM_RIGHT_FAR, BOTTOM_RIGHT_NEAR, TOP_RIGHT_NEAR, TOP_LEFT_NEAR }, // front,bottom //21 {6, BOTTOM_LEFT_NEAR, BOTTOM_LEFT_FAR, BOTTOM_RIGHT_FAR, TOP_RIGHT_FAR, TOP_RIGHT_NEAR, TOP_LEFT_NEAR }, //front,bottom,right //22 {6, BOTTOM_LEFT_FAR, BOTTOM_RIGHT_FAR, BOTTOM_RIGHT_NEAR, TOP_RIGHT_NEAR, TOP_LEFT_NEAR, TOP_LEFT_FAR }, //front,bottom,left {0}, // n/a {6, BOTTOM_LEFT_NEAR, BOTTOM_RIGHT_NEAR, TOP_RIGHT_NEAR, TOP_RIGHT_FAR, TOP_LEFT_FAR, TOP_LEFT_NEAR}, // front, top {6, BOTTOM_LEFT_NEAR, BOTTOM_RIGHT_NEAR, BOTTOM_RIGHT_FAR, TOP_RIGHT_FAR, TOP_LEFT_FAR, TOP_LEFT_NEAR }, // front, top, right {6, BOTTOM_LEFT_FAR, BOTTOM_LEFT_NEAR, BOTTOM_RIGHT_NEAR, TOP_RIGHT_NEAR, TOP_RIGHT_FAR, TOP_LEFT_FAR }, // front, top, left {0}, // n/a {0}, // n/a {0}, // n/a {0}, // n/a {0}, // n/a //32 {4, BOTTOM_RIGHT_FAR, BOTTOM_LEFT_FAR, TOP_LEFT_FAR, TOP_RIGHT_FAR }, // back {6, BOTTOM_RIGHT_NEAR, BOTTOM_RIGHT_FAR, BOTTOM_LEFT_FAR, TOP_LEFT_FAR, TOP_RIGHT_FAR, TOP_RIGHT_NEAR}, // back, right //34 {6, BOTTOM_RIGHT_FAR, BOTTOM_LEFT_FAR, BOTTOM_LEFT_NEAR, TOP_LEFT_NEAR, TOP_LEFT_FAR, TOP_RIGHT_FAR }, // back, left {0}, // n/a //36 {6, BOTTOM_RIGHT_NEAR, BOTTOM_LEFT_NEAR, BOTTOM_LEFT_FAR, TOP_LEFT_FAR, TOP_RIGHT_FAR, BOTTOM_RIGHT_FAR}, // back, bottom {6, BOTTOM_RIGHT_NEAR, BOTTOM_LEFT_NEAR, BOTTOM_LEFT_FAR, TOP_LEFT_FAR, TOP_RIGHT_FAR, TOP_RIGHT_NEAR},//back, bottom, right // 38 {6, BOTTOM_RIGHT_NEAR, BOTTOM_LEFT_NEAR, TOP_LEFT_NEAR, TOP_LEFT_FAR, TOP_RIGHT_FAR, BOTTOM_RIGHT_FAR },//back, bottom, left {0}, // n/a // 40 {6, BOTTOM_RIGHT_FAR, BOTTOM_LEFT_FAR, TOP_LEFT_FAR, TOP_LEFT_NEAR, TOP_RIGHT_NEAR, TOP_RIGHT_FAR}, // back, top {6, BOTTOM_RIGHT_NEAR, BOTTOM_RIGHT_FAR, BOTTOM_LEFT_FAR, TOP_LEFT_FAR, TOP_LEFT_NEAR, TOP_RIGHT_NEAR}, // back, top, right //42 {6, TOP_RIGHT_NEAR, TOP_RIGHT_FAR, BOTTOM_RIGHT_FAR, BOTTOM_LEFT_FAR, BOTTOM_LEFT_NEAR, TOP_LEFT_NEAR}, // back, top, left }; CubeProjectedPolygon ViewFrustum::getProjectedPolygon(const AACube& box) const { const glm::vec3& bottomNearRight = box.getCorner(); glm::vec3 topFarLeft = box.calcTopFarLeft(); int lookUp = ((_position.x < bottomNearRight.x) ) // 1 = right | compute 6-bit + ((_position.x > topFarLeft.x ) << 1) // 2 = left | code to + ((_position.y < bottomNearRight.y) << 2) // 4 = bottom | classify camera + ((_position.y > topFarLeft.y ) << 3) // 8 = top | with respect to + ((_position.z < bottomNearRight.z) << 4) // 16 = front/near | the 6 defining + ((_position.z > topFarLeft.z ) << 5); // 32 = back/far | planes int vertexCount = hullVertexLookup[lookUp][0]; //look up number of vertices CubeProjectedPolygon projectedPolygon(vertexCount); bool pointInView = true; bool allPointsInView = false; // assume the best, but wait till we know we have a vertex bool anyPointsInView = false; // assume the worst! if (vertexCount) { allPointsInView = true; // assume the best! for(int i = 0; i < vertexCount; i++) { int vertexNum = hullVertexLookup[lookUp][i+1]; glm::vec3 point = box.getVertex((BoxVertex)vertexNum); glm::vec2 projectedPoint = projectPoint(point, pointInView); allPointsInView = allPointsInView && pointInView; anyPointsInView = anyPointsInView || pointInView; projectedPolygon.setVertex(i, projectedPoint); } /*** // Now that we've got the polygon, if it extends beyond the clipping window, then let's clip it // NOTE: This clipping does not improve our overall performance. It basically causes more polygons to // end up in the same quad/half and so the polygon lists get longer, and that's more calls to polygon.occludes() if ( (projectedPolygon.getMaxX() > PolygonClip::RIGHT_OF_CLIPPING_WINDOW ) || (projectedPolygon.getMaxY() > PolygonClip::TOP_OF_CLIPPING_WINDOW ) || (projectedPolygon.getMaxX() < PolygonClip::LEFT_OF_CLIPPING_WINDOW ) || (projectedPolygon.getMaxY() < PolygonClip::BOTTOM_OF_CLIPPING_WINDOW) ) { CoverageRegion::_clippedPolygons++; glm::vec2* clippedVertices; int clippedVertexCount; PolygonClip::clipToScreen(projectedPolygon.getVertices(), vertexCount, clippedVertices, clippedVertexCount); // Now reset the vertices of our projectedPolygon object projectedPolygon.setVertexCount(clippedVertexCount); for(int i = 0; i < clippedVertexCount; i++) { projectedPolygon.setVertex(i, clippedVertices[i]); } delete[] clippedVertices; lookUp += PROJECTION_CLIPPED; } ***/ } // set the distance from our camera position, to the closest vertex float distance = glm::distance(getPosition(), box.calcCenter()); projectedPolygon.setDistance(distance); projectedPolygon.setAnyInView(anyPointsInView); projectedPolygon.setAllInView(allPointsInView); projectedPolygon.setProjectionType(lookUp); // remember the projection type return projectedPolygon; } // Similar strategy to getProjectedPolygon() we use the knowledge of camera position relative to the // axis-aligned voxels to determine which of the voxels vertices must be the furthest. No need for // squares and square-roots. Just compares. void ViewFrustum::getFurthestPointFromCamera(const AACube& box, glm::vec3& furthestPoint) const { const glm::vec3& bottomNearRight = box.getCorner(); float scale = box.getScale(); float halfScale = scale * 0.5f; if (_position.x < bottomNearRight.x + halfScale) { // we are to the right of the center, so the left edge is furthest furthestPoint.x = bottomNearRight.x + scale; } else { furthestPoint.x = bottomNearRight.x; } if (_position.y < bottomNearRight.y + halfScale) { // we are below of the center, so the top edge is furthest furthestPoint.y = bottomNearRight.y + scale; } else { furthestPoint.y = bottomNearRight.y; } if (_position.z < bottomNearRight.z + halfScale) { // we are to the near side of the center, so the far side edge is furthest furthestPoint.z = bottomNearRight.z + scale; } else { furthestPoint.z = bottomNearRight.z; } } const ViewFrustum::Corners ViewFrustum::getCorners(const float& depth) const { glm::vec3 normal = glm::normalize(_direction); auto getCorner = [&](enum::BoxVertex nearCorner, enum::BoxVertex farCorner) { auto dir = glm::normalize(_cornersWorld[nearCorner] - _cornersWorld[farCorner]); auto factor = depth / glm::dot(dir, normal); return _position + factor * dir; }; return Corners{ getCorner(TOP_LEFT_NEAR, TOP_LEFT_FAR), getCorner(TOP_RIGHT_NEAR, TOP_RIGHT_FAR), getCorner(BOTTOM_LEFT_NEAR, BOTTOM_LEFT_FAR), getCorner(BOTTOM_RIGHT_NEAR, BOTTOM_RIGHT_FAR) }; } float ViewFrustum::distanceToCamera(const glm::vec3& point) const { glm::vec3 temp = getPosition() - point; float distanceToPoint = sqrtf(glm::dot(temp, temp)); return distanceToPoint; } void ViewFrustum::evalProjectionMatrix(glm::mat4& proj) const { proj = _projection; } glm::mat4 ViewFrustum::evalProjectionMatrixRange(float rangeNear, float rangeFar) const { // make sure range near far make sense assert(rangeNear > 0.0f); assert(rangeFar > rangeNear); // recreate a projection matrix for only a range of depth of this frustum. // take the current projection glm::mat4 rangeProj = _projection; float A = -(rangeFar + rangeNear) / (rangeFar - rangeNear); float B = -2.0f * rangeFar*rangeNear / ((rangeFar - rangeNear)); rangeProj[2][2] = A; rangeProj[3][2] = B; return rangeProj; } void ViewFrustum::evalViewTransform(Transform& view) const { view.setTranslation(getPosition()); view.setRotation(getOrientation()); } void ViewFrustum::invalidate() { // these setting should make nearly all intersection tests fail for (int i = 0; i < NUM_FRUSTUM_PLANES; ++i) { _planes[i].invalidate(); } _centerSphereRadius = -1.0e6f; // -10^6 should be negative enough }