/**************************************************************************** Copyright (c) 2021-2022 Xiamen Yaji Software Co., Ltd. http://www.cocos.com Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated engine source code (the "Software"), a limited, worldwide, royalty-free, non-assignable, revocable and non-exclusive license to use Cocos Creator solely to develop games on your target platforms. You shall not use Cocos Creator software for developing other software or tools that's used for developing games. You are not granted to publish, distribute, sublicense, and/or sell copies of Cocos Creator. The software or tools in this License Agreement are licensed, not sold. Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to you. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ****************************************************************************/ #include "scene/Frustum.h" #include "scene/Define.h" namespace cc { namespace scene { namespace { const std::vector VEC_VALS{ {1, 1, 1}, {-1, 1, 1}, {-1, -1, 1}, {1, -1, 1}, {1, 1, -1}, {-1, 1, -1}, {-1, -1, -1}, {1, -1, -1}}; } // namespace // Define from 3 vertices. void Plane::define(const Vec3 &v0, const Vec3 &v1, const Vec3 &v2) { const Vec3 dist1 = v1 - v0; const Vec3 dist2 = v2 - v0; Vec3 dist; Vec3::crossProduct(dist1, dist2, &dist); define(dist, v0); } // Define from a normal vector and a point on the plane. void Plane::define(const Vec3 &normal, const Vec3 &point) { n = normal.getNormalized(); d = n.dot(point); } // Return signed distance to a point. float Plane::distance(const Vec3 &point) const { return n.dot(point) - d; } Plane Plane::clone() const { Plane plane; plane.n.set(n); plane.d = d; return plane; } void Frustum::createOrtho(const float width, const float height, const float near, const float far, const Mat4 &transform) { const float halfWidth = width * 0.5F; const float halfHeight = height * 0.5F; vertices[0].transformMat4(Vec3(halfWidth, halfHeight, -near), transform); vertices[1].transformMat4(Vec3(-halfWidth, halfHeight, -near), transform); vertices[2].transformMat4(Vec3(-halfWidth, -halfHeight, -near), transform); vertices[3].transformMat4(Vec3(halfWidth, -halfHeight, -near), transform); vertices[4].transformMat4(Vec3(halfWidth, halfHeight, -far), transform); vertices[5].transformMat4(Vec3(-halfWidth, halfHeight, -far), transform); vertices[6].transformMat4(Vec3(-halfWidth, -halfHeight, -far), transform); vertices[7].transformMat4(Vec3(halfWidth, -halfHeight, -far), transform); updatePlanes(); } void Frustum::split(float start, float end, float aspect, float fov, const Mat4 &transform) { const float h = tanf(fov * 0.5F); const float w = h * aspect; const Vec3 nearTemp(start * w, start * h, start); const Vec3 farTemp(end * w, end * h, end); vertices[0].transformMat4(Vec3(nearTemp.x, nearTemp.y, nearTemp.z), transform); vertices[1].transformMat4(Vec3(-nearTemp.x, nearTemp.y, nearTemp.z), transform); vertices[2].transformMat4(Vec3(-nearTemp.x, -nearTemp.y, nearTemp.z), transform); vertices[3].transformMat4(Vec3(nearTemp.x, -nearTemp.y, nearTemp.z), transform); vertices[4].transformMat4(Vec3(farTemp.x, farTemp.y, farTemp.z), transform); vertices[5].transformMat4(Vec3(-farTemp.x, farTemp.y, farTemp.z), transform); vertices[6].transformMat4(Vec3(-farTemp.x, -farTemp.y, farTemp.z), transform); vertices[7].transformMat4(Vec3(farTemp.x, -farTemp.y, farTemp.z), transform); updatePlanes(); } void Frustum::updatePlanes() { // left plane planes[0].define(vertices[1], vertices[6], vertices[5]); // right plane planes[1].define(vertices[3], vertices[4], vertices[7]); // bottom plane planes[2].define(vertices[6], vertices[3], vertices[7]); // top plane planes[3].define(vertices[0], vertices[5], vertices[4]); // near plane planes[4].define(vertices[2], vertices[0], vertices[3]); // far plane planes[5].define(vertices[7], vertices[5], vertices[6]); } void Frustum::update(const Mat4 &m, const Mat4 &inv) { // left plane planes[0].n.set(m.m[3] + m.m[0], m.m[7] + m.m[4], m.m[11] + m.m[8]); planes[0].d = -(m.m[15] + m.m[12]); // right plane planes[1].n.set(m.m[3] - m.m[0], m.m[7] - m.m[4], m.m[11] - m.m[8]); planes[1].d = -(m.m[15] - m.m[12]); // bottom plane planes[2].n.set(m.m[3] + m.m[1], m.m[7] + m.m[5], m.m[11] + m.m[9]); planes[2].d = -(m.m[15] + m.m[13]); // top plane planes[3].n.set(m.m[3] - m.m[1], m.m[7] - m.m[5], m.m[11] - m.m[9]); planes[3].d = -(m.m[15] - m.m[13]); // near plane planes[4].n.set(m.m[3] + m.m[2], m.m[7] + m.m[6], m.m[11] + m.m[10]); planes[4].d = -(m.m[15] + m.m[14]); // far plane planes[5].n.set(m.m[3] - m.m[2], m.m[7] - m.m[6], m.m[11] - m.m[10]); planes[5].d = -(m.m[15] - m.m[14]); if (type != ShapeEnums::SHAPE_FRUSTUM_ACCURATE) { return; } for (Plane &plane : planes) { float invDist = 1 / plane.n.length(); plane.n *= invDist; plane.d *= invDist; } uint32_t i = 0; for (const Vec3 &vec : VEC_VALS) { vertices[i].transformMat4(vec, inv); i++; } } Frustum Frustum::clone() { Frustum frustum; for (uint i = 0; i < planes.size(); ++i) { frustum.planes[i] = planes[i].clone(); } frustum.type = type; for (uint i = 0; i < vertices.size(); ++i) { frustum.vertices[i].set(vertices[i]); } return frustum; } void Frustum::transform(const Mat4 &transform) { vertices[0].transformMat4(vertices[0], transform); vertices[1].transformMat4(vertices[1], transform); vertices[2].transformMat4(vertices[2], transform); vertices[3].transformMat4(vertices[3], transform); vertices[4].transformMat4(vertices[4], transform); vertices[5].transformMat4(vertices[5], transform); vertices[6].transformMat4(vertices[6], transform); vertices[7].transformMat4(vertices[7], transform); } } // namespace scene } // namespace cc