/**************************************************************************** Copyright (c) 2021-2023 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 documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. 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 "core/geometry/Frustum.h" #include #include "core/geometry/Enums.h" #include "scene/Define.h" namespace cc { namespace geometry { namespace { const ccstd::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 void Frustum::createOrtho(Frustum *out, float width, float height, float near, float far, const Mat4 &transform) { createOrthographic(out, width, height, near, far, transform); } void Frustum::createOrthographic(Frustum *out, float width, float height, float near, float far, const Mat4 &transform) { auto halfWidth = width / 2.0F; auto halfHeight = height / 2.0F; Vec3::transformMat4({halfWidth, halfHeight, -near}, transform, &out->vertices[0]); Vec3::transformMat4({-halfWidth, halfHeight, -near}, transform, &out->vertices[1]); Vec3::transformMat4({-halfWidth, -halfHeight, -near}, transform, &out->vertices[2]); Vec3::transformMat4({halfWidth, -halfHeight, -near}, transform, &out->vertices[3]); Vec3::transformMat4({halfWidth, halfHeight, -far}, transform, &out->vertices[4]); Vec3::transformMat4({-halfWidth, halfHeight, -far}, transform, &out->vertices[5]); Vec3::transformMat4({-halfWidth, -halfHeight, -far}, transform, &out->vertices[6]); Vec3::transformMat4({halfWidth, -halfHeight, -far}, transform, &out->vertices[7]); out->updatePlanes(); } Frustum *Frustum::createFromAABB(Frustum *out, const AABB &aabb) { Vec3 minPos; Vec3 maxPos; aabb.getBoundary(&minPos, &maxPos); out->vertices[0].set(maxPos.x, maxPos.y, -minPos.z); out->vertices[1].set(minPos.x, maxPos.y, -minPos.z); out->vertices[2].set(minPos.x, minPos.y, -minPos.z); out->vertices[3].set(maxPos.x, minPos.y, -minPos.z); out->vertices[4].set(maxPos.x, maxPos.y, -maxPos.z); out->vertices[5].set(minPos.x, maxPos.y, -maxPos.z); out->vertices[6].set(minPos.x, minPos.y, -maxPos.z); out->vertices[7].set(maxPos.x, minPos.y, -maxPos.z); out->updatePlanes(); return out; } void Frustum::createPerspective(Frustum *out, float fov, float aspect, float near, float far, const Mat4 &transform) { const float h = tanf(fov * 0.5F); const float w = h * aspect; const Vec3 nearTemp(near * w, near * h, near); const Vec3 farTemp(far * w, far * h, far); out->vertices[0].transformMat4(Vec3(nearTemp.x, nearTemp.y, -nearTemp.z), transform); out->vertices[1].transformMat4(Vec3(-nearTemp.x, nearTemp.y, -nearTemp.z), transform); out->vertices[2].transformMat4(Vec3(-nearTemp.x, -nearTemp.y, -nearTemp.z), transform); out->vertices[3].transformMat4(Vec3(nearTemp.x, -nearTemp.y, -nearTemp.z), transform); out->vertices[4].transformMat4(Vec3(farTemp.x, farTemp.y, -farTemp.z), transform); out->vertices[5].transformMat4(Vec3(-farTemp.x, farTemp.y, -farTemp.z), transform); out->vertices[6].transformMat4(Vec3(-farTemp.x, -farTemp.y, -farTemp.z), transform); out->vertices[7].transformMat4(Vec3(farTemp.x, -farTemp.y, -farTemp.z), transform); out->updatePlanes(); } 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]); 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++; } } void Frustum::transform(const Mat4 &mat) { for (auto i = 0; i < 8; i++) { vertices[i].transformMat4(vertices[i], mat); } updatePlanes(); } void Frustum::createOrthographic(float width, float height, float near, float far, const Mat4 &transform) { createOrthographic(this, width, height, near, far, transform); } void Frustum::createOrtho(const float width, const float height, const float near, const float far, const Mat4 &transform) { createOrthographic(width, height, near, far, transform); } void Frustum::split(float near, float far, float aspect, float fov, const Mat4 &transform) { createPerspective(this, fov, aspect, near, far, transform); } 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]); } Frustum::Frustum() : ShapeBase(ShapeEnum::SHAPE_FRUSTUM) { init(); } Frustum::Frustum(const Frustum &rhs) : ShapeBase(rhs) { init(); *this = rhs; } Frustum::~Frustum() { for (auto *plane : planes) { plane->release(); } } Frustum &Frustum::operator=(const Frustum &rhs) { if (this == &rhs) { return *this; } vertices = rhs.vertices; for (size_t i = 0; i < planes.size(); ++i) { // NOLINT(modernize-loop-convert) Plane::copy(planes[i], *rhs.planes[i]); } return *this; } void Frustum::init() { for (size_t i = 0; i < planes.size(); ++i) { // NOLINT(modernize-loop-convert) planes[i] = ccnew Plane(); planes[i]->addRef(); } } } // namespace geometry } // namespace cc