DYT/Tool/OpenSceneGraph-3.6.5/include/Imath/ImathFrustumTest.h
2024-12-25 07:49:36 +08:00

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//
// SPDX-License-Identifier: BSD-3-Clause
// Copyright Contributors to the OpenEXR Project.
//
//
// A viewing frustum class
//
// This file contains algorithms applied to or in conjunction with
// Frustum visibility testing (Imath::Frustum).
//
// Methods for frustum-based rejection of primitives are contained here.
//
#ifndef INCLUDED_IMATHFRUSTUMTEST_H
#define INCLUDED_IMATHFRUSTUMTEST_H
#include "ImathExport.h"
#include "ImathNamespace.h"
#include "ImathBox.h"
#include "ImathFrustum.h"
#include "ImathMatrix.h"
#include "ImathSphere.h"
#include "ImathVec.h"
IMATH_INTERNAL_NAMESPACE_HEADER_ENTER
///
/// template class FrustumTest<T>
///
/// This is a helper class, designed to accelerate the case
/// where many tests are made against the same frustum.
/// That's a really common case.
///
/// The acceleration is achieved by pre-computing the planes of
/// the frustum, along with the ablsolute values of the plane normals.
///
/// How to use this
///
/// Given that you already have:
/// Imath::Frustum myFrustum
/// Imath::Matrix44 myCameraWorldMatrix
///
/// First, make a frustum test object:
/// FrustumTest myFrustumTest(myFrustum, myCameraWorldMatrix)
///
/// Whenever the camera or frustum changes, call:
/// myFrustumTest.setFrustum(myFrustum, myCameraWorldMatrix)
///
/// For each object you want to test for visibility, call:
/// myFrustumTest.isVisible(myBox)
/// myFrustumTest.isVisible(mySphere)
/// myFrustumTest.isVisible(myVec3)
/// myFrustumTest.completelyContains(myBox)
/// myFrustumTest.completelyContains(mySphere)
///
/// Explanation of how it works
///
/// We store six world-space Frustum planes (nx, ny, nz, offset)
///
/// Points: To test a Vec3 for visibility, test it against each plane
/// using the normal (v dot n - offset) method. (the result is exact)
///
/// BBoxes: To test an axis-aligned bbox, test the center against each plane
/// using the normal (v dot n - offset) method, but offset by the
/// box extents dot the abs of the plane normal. (the result is NOT
/// exact, but will not return false-negatives.)
///
/// Spheres: To test a sphere, test the center against each plane
/// using the normal (v dot n - offset) method, but offset by the
/// sphere's radius. (the result is NOT exact, but will not return
/// false-negatives.)
///
///
/// SPECIAL NOTE: "Where are the dot products?"
/// Actual dot products are currently slow for most SIMD architectures.
/// In order to keep this code optimization-ready, the dot products
/// are all performed using vector adds and multipies.
///
/// In order to do this, the plane equations are stored in "transpose"
/// form, with the X components grouped into an X vector, etc.
///
template <class T> class IMATH_EXPORT_TEMPLATE_TYPE FrustumTest
{
public:
/// @{
/// @name Constructors
/// Initialize camera matrix to identity
FrustumTest() IMATH_NOEXCEPT
{
Frustum<T> frust;
Matrix44<T> cameraMat;
cameraMat.makeIdentity();
setFrustum (frust, cameraMat);
}
/// Initialize to a given frustum and camera matrix.
FrustumTest (const Frustum<T>& frustum, const Matrix44<T>& cameraMat) IMATH_NOEXCEPT
{
setFrustum (frustum, cameraMat);
}
/// @}
/// @{
/// @name Set Value
/// Update the frustum test with a new frustum and matrix.
/// This should usually be called just once per frame, or however
/// often the camera moves.
void setFrustum (const Frustum<T>& frustum, const Matrix44<T>& cameraMat) IMATH_NOEXCEPT;
/// @}
/// @{
/// @name Query
/// Return true if any part of the sphere is inside the frustum.
/// The result MAY return close false-positives, but not false-negatives.
bool isVisible (const Sphere3<T>& sphere) const IMATH_NOEXCEPT;
/// Return true if any part of the box is inside the frustum.
/// The result MAY return close false-positives, but not false-negatives.
bool isVisible (const Box<Vec3<T>>& box) const IMATH_NOEXCEPT;
/// Return true if the point is inside the frustum.
bool isVisible (const Vec3<T>& vec) const IMATH_NOEXCEPT;
/// Return true if every part of the sphere is inside the frustum.
/// The result MAY return close false-negatives, but not false-positives.
bool completelyContains (const Sphere3<T>& sphere) const IMATH_NOEXCEPT;
/// Return true if every part of the box is inside the frustum.
/// The result MAY return close false-negatives, but not false-positives.
bool completelyContains (const Box<Vec3<T>>& box) const IMATH_NOEXCEPT;
/// Return the camera matrix (primarily for debugging)
IMATH_INTERNAL_NAMESPACE::Matrix44<T> cameraMat() const IMATH_NOEXCEPT { return cameraMatrix; }
/// Return the viewing frustum (primarily for debugging)
IMATH_INTERNAL_NAMESPACE::Frustum<T> currentFrustum() const IMATH_NOEXCEPT { return currFrustum; }
/// @}
protected:
// To understand why the planes are stored this way, see
// the SPECIAL NOTE above.
/// @cond Doxygen_Suppress
Vec3<T> planeNormX[2]; // The X components from 6 plane equations
Vec3<T> planeNormY[2]; // The Y components from 6 plane equations
Vec3<T> planeNormZ[2]; // The Z components from 6 plane equations
Vec3<T> planeOffsetVec[2]; // The distance offsets from 6 plane equations
// The absolute values are stored to assist with bounding box tests.
Vec3<T> planeNormAbsX[2]; // The abs(X) components from 6 plane equations
Vec3<T> planeNormAbsY[2]; // The abs(X) components from 6 plane equations
Vec3<T> planeNormAbsZ[2]; // The abs(X) components from 6 plane equations
// These are kept primarily for debugging tools.
Frustum<T> currFrustum;
Matrix44<T> cameraMatrix;
/// @endcond
};
template <class T>
void
FrustumTest<T>::setFrustum (const Frustum<T>& frustum, const Matrix44<T>& cameraMat) IMATH_NOEXCEPT
{
Plane3<T> frustumPlanes[6];
frustum.planes (frustumPlanes, cameraMat);
// Here's where we effectively transpose the plane equations.
// We stuff all six X's into the two planeNormX vectors, etc.
for (int i = 0; i < 2; ++i)
{
int index = i * 3;
planeNormX[i] = Vec3<T> (frustumPlanes[index + 0].normal.x,
frustumPlanes[index + 1].normal.x,
frustumPlanes[index + 2].normal.x);
planeNormY[i] = Vec3<T> (frustumPlanes[index + 0].normal.y,
frustumPlanes[index + 1].normal.y,
frustumPlanes[index + 2].normal.y);
planeNormZ[i] = Vec3<T> (frustumPlanes[index + 0].normal.z,
frustumPlanes[index + 1].normal.z,
frustumPlanes[index + 2].normal.z);
planeNormAbsX[i] = Vec3<T> (std::abs (planeNormX[i].x),
std::abs (planeNormX[i].y),
std::abs (planeNormX[i].z));
planeNormAbsY[i] = Vec3<T> (std::abs (planeNormY[i].x),
std::abs (planeNormY[i].y),
std::abs (planeNormY[i].z));
planeNormAbsZ[i] = Vec3<T> (std::abs (planeNormZ[i].x),
std::abs (planeNormZ[i].y),
std::abs (planeNormZ[i].z));
planeOffsetVec[i] = Vec3<T> (frustumPlanes[index + 0].distance,
frustumPlanes[index + 1].distance,
frustumPlanes[index + 2].distance);
}
currFrustum = frustum;
cameraMatrix = cameraMat;
}
template <typename T>
bool
FrustumTest<T>::isVisible (const Sphere3<T>& sphere) const IMATH_NOEXCEPT
{
Vec3<T> center = sphere.center;
Vec3<T> radiusVec = Vec3<T> (sphere.radius, sphere.radius, sphere.radius);
// This is a vertical dot-product on three vectors at once.
Vec3<T> d0 = planeNormX[0] * center.x + planeNormY[0] * center.y + planeNormZ[0] * center.z -
radiusVec - planeOffsetVec[0];
if (d0.x >= 0 || d0.y >= 0 || d0.z >= 0)
return false;
Vec3<T> d1 = planeNormX[1] * center.x + planeNormY[1] * center.y + planeNormZ[1] * center.z -
radiusVec - planeOffsetVec[1];
if (d1.x >= 0 || d1.y >= 0 || d1.z >= 0)
return false;
return true;
}
template <typename T>
bool
FrustumTest<T>::completelyContains (const Sphere3<T>& sphere) const IMATH_NOEXCEPT
{
Vec3<T> center = sphere.center;
Vec3<T> radiusVec = Vec3<T> (sphere.radius, sphere.radius, sphere.radius);
// This is a vertical dot-product on three vectors at once.
Vec3<T> d0 = planeNormX[0] * center.x + planeNormY[0] * center.y + planeNormZ[0] * center.z +
radiusVec - planeOffsetVec[0];
if (d0.x >= 0 || d0.y >= 0 || d0.z >= 0)
return false;
Vec3<T> d1 = planeNormX[1] * center.x + planeNormY[1] * center.y + planeNormZ[1] * center.z +
radiusVec - planeOffsetVec[1];
if (d1.x >= 0 || d1.y >= 0 || d1.z >= 0)
return false;
return true;
}
template <typename T>
bool
FrustumTest<T>::isVisible (const Box<Vec3<T>>& box) const IMATH_NOEXCEPT
{
if (box.isEmpty())
return false;
Vec3<T> center = (box.min + box.max) / 2;
Vec3<T> extent = (box.max - center);
// This is a vertical dot-product on three vectors at once.
Vec3<T> d0 = planeNormX[0] * center.x + planeNormY[0] * center.y + planeNormZ[0] * center.z -
planeNormAbsX[0] * extent.x - planeNormAbsY[0] * extent.y -
planeNormAbsZ[0] * extent.z - planeOffsetVec[0];
if (d0.x >= 0 || d0.y >= 0 || d0.z >= 0)
return false;
Vec3<T> d1 = planeNormX[1] * center.x + planeNormY[1] * center.y + planeNormZ[1] * center.z -
planeNormAbsX[1] * extent.x - planeNormAbsY[1] * extent.y -
planeNormAbsZ[1] * extent.z - planeOffsetVec[1];
if (d1.x >= 0 || d1.y >= 0 || d1.z >= 0)
return false;
return true;
}
template <typename T>
bool
FrustumTest<T>::completelyContains (const Box<Vec3<T>>& box) const IMATH_NOEXCEPT
{
if (box.isEmpty())
return false;
Vec3<T> center = (box.min + box.max) / 2;
Vec3<T> extent = (box.max - center);
// This is a vertical dot-product on three vectors at once.
Vec3<T> d0 = planeNormX[0] * center.x + planeNormY[0] * center.y + planeNormZ[0] * center.z +
planeNormAbsX[0] * extent.x + planeNormAbsY[0] * extent.y +
planeNormAbsZ[0] * extent.z - planeOffsetVec[0];
if (d0.x >= 0 || d0.y >= 0 || d0.z >= 0)
return false;
Vec3<T> d1 = planeNormX[1] * center.x + planeNormY[1] * center.y + planeNormZ[1] * center.z +
planeNormAbsX[1] * extent.x + planeNormAbsY[1] * extent.y +
planeNormAbsZ[1] * extent.z - planeOffsetVec[1];
if (d1.x >= 0 || d1.y >= 0 || d1.z >= 0)
return false;
return true;
}
template <typename T>
bool
FrustumTest<T>::isVisible (const Vec3<T>& vec) const IMATH_NOEXCEPT
{
// This is a vertical dot-product on three vectors at once.
Vec3<T> d0 = (planeNormX[0] * vec.x) + (planeNormY[0] * vec.y) + (planeNormZ[0] * vec.z) -
planeOffsetVec[0];
if (d0.x >= 0 || d0.y >= 0 || d0.z >= 0)
return false;
Vec3<T> d1 = (planeNormX[1] * vec.x) + (planeNormY[1] * vec.y) + (planeNormZ[1] * vec.z) -
planeOffsetVec[1];
if (d1.x >= 0 || d1.y >= 0 || d1.z >= 0)
return false;
return true;
}
/// FrustymTest of type float
typedef FrustumTest<float> FrustumTestf;
/// FrustymTest of type double
typedef FrustumTest<double> FrustumTestd;
IMATH_INTERNAL_NAMESPACE_HEADER_EXIT
#endif // INCLUDED_IMATHFRUSTUMTEST_H