/Radegast/GUI/Rendering/Frustum.cs
https://bitbucket.org/FlyMan/radegast · C# · 232 lines · 156 code · 29 blank · 47 comment · 21 complexity · 6399bb5db076f482432624c5f0e96b9f MD5 · raw file
- #region --- MIT License ---
- /* Licensed under the MIT/X11 license.
- * Copyright (c) 2011 mjt
- * This notice may not be removed from any source distribution.
- * See license.txt for licensing details.
- */
- #endregion
- /*
- * tutoriaali:
- * http://www.crownandcutlass.com/features/technicaldetails/frustum.html
- *
- */
- using System;
- using OpenMetaverse;
- //using OpenTK.Graphics.OpenGL;
- //using OpenTK;
- namespace Radegast.Rendering
- {
- public class Frustum
- {
- //static Matrix4 ProjMatrix, ModelMatrix;
- static float[] ClipMatrix = new float[16];
- static float[,] frustum = new float[6, 4];
- const int RIGHT = 0, LEFT = 1, BOTTOM = 2, TOP = 3, BACK = 4, FRONT = 5;
- static void NormalizePlane(float[,] frustum, int side)
- {
- float magnitude = (float)Math.Sqrt((frustum[side, 0] * frustum[side, 0]) + (frustum[side, 1] * frustum[side, 1])
- + (frustum[side, 2] * frustum[side, 2]));
- frustum[side, 0] /= magnitude;
- frustum[side, 1] /= magnitude;
- frustum[side, 2] /= magnitude;
- frustum[side, 3] /= magnitude;
- }
- public static void CalculateFrustum(OpenTK.Matrix4 ProjMatrix, OpenTK.Matrix4 ModelMatrix)
- {
- ClipMatrix[0] = (ModelMatrix.M11 * ProjMatrix.M11) + (ModelMatrix.M12 * ProjMatrix.M21) + (ModelMatrix.M13 * ProjMatrix.M31) + (ModelMatrix.M14 * ProjMatrix.M41);
- ClipMatrix[1] = (ModelMatrix.M11 * ProjMatrix.M12) + (ModelMatrix.M12 * ProjMatrix.M22) + (ModelMatrix.M13 * ProjMatrix.M32) + (ModelMatrix.M14 * ProjMatrix.M42);
- ClipMatrix[2] = (ModelMatrix.M11 * ProjMatrix.M13) + (ModelMatrix.M12 * ProjMatrix.M23) + (ModelMatrix.M13 * ProjMatrix.M33) + (ModelMatrix.M14 * ProjMatrix.M43);
- ClipMatrix[3] = (ModelMatrix.M11 * ProjMatrix.M14) + (ModelMatrix.M12 * ProjMatrix.M24) + (ModelMatrix.M13 * ProjMatrix.M34) + (ModelMatrix.M14 * ProjMatrix.M44);
- ClipMatrix[4] = (ModelMatrix.M21 * ProjMatrix.M11) + (ModelMatrix.M22 * ProjMatrix.M21) + (ModelMatrix.M23 * ProjMatrix.M31) + (ModelMatrix.M24 * ProjMatrix.M41);
- ClipMatrix[5] = (ModelMatrix.M21 * ProjMatrix.M12) + (ModelMatrix.M22 * ProjMatrix.M22) + (ModelMatrix.M23 * ProjMatrix.M32) + (ModelMatrix.M24 * ProjMatrix.M42);
- ClipMatrix[6] = (ModelMatrix.M21 * ProjMatrix.M13) + (ModelMatrix.M22 * ProjMatrix.M23) + (ModelMatrix.M23 * ProjMatrix.M33) + (ModelMatrix.M24 * ProjMatrix.M43);
- ClipMatrix[7] = (ModelMatrix.M21 * ProjMatrix.M14) + (ModelMatrix.M22 * ProjMatrix.M24) + (ModelMatrix.M23 * ProjMatrix.M34) + (ModelMatrix.M24 * ProjMatrix.M44);
- ClipMatrix[8] = (ModelMatrix.M31 * ProjMatrix.M11) + (ModelMatrix.M32 * ProjMatrix.M21) + (ModelMatrix.M33 * ProjMatrix.M31) + (ModelMatrix.M34 * ProjMatrix.M41);
- ClipMatrix[9] = (ModelMatrix.M31 * ProjMatrix.M12) + (ModelMatrix.M32 * ProjMatrix.M22) + (ModelMatrix.M33 * ProjMatrix.M32) + (ModelMatrix.M34 * ProjMatrix.M42);
- ClipMatrix[10] = (ModelMatrix.M31 * ProjMatrix.M13) + (ModelMatrix.M32 * ProjMatrix.M23) + (ModelMatrix.M33 * ProjMatrix.M33) + (ModelMatrix.M34 * ProjMatrix.M43);
- ClipMatrix[11] = (ModelMatrix.M31 * ProjMatrix.M14) + (ModelMatrix.M32 * ProjMatrix.M24) + (ModelMatrix.M33 * ProjMatrix.M34) + (ModelMatrix.M34 * ProjMatrix.M44);
- ClipMatrix[12] = (ModelMatrix.M41 * ProjMatrix.M11) + (ModelMatrix.M42 * ProjMatrix.M21) + (ModelMatrix.M43 * ProjMatrix.M31) + (ModelMatrix.M44 * ProjMatrix.M41);
- ClipMatrix[13] = (ModelMatrix.M41 * ProjMatrix.M12) + (ModelMatrix.M42 * ProjMatrix.M22) + (ModelMatrix.M43 * ProjMatrix.M32) + (ModelMatrix.M44 * ProjMatrix.M42);
- ClipMatrix[14] = (ModelMatrix.M41 * ProjMatrix.M13) + (ModelMatrix.M42 * ProjMatrix.M23) + (ModelMatrix.M43 * ProjMatrix.M33) + (ModelMatrix.M44 * ProjMatrix.M43);
- ClipMatrix[15] = (ModelMatrix.M41 * ProjMatrix.M14) + (ModelMatrix.M42 * ProjMatrix.M24) + (ModelMatrix.M43 * ProjMatrix.M34) + (ModelMatrix.M44 * ProjMatrix.M44);
- // laske frustumin tasot ja normalisoi ne
- frustum[RIGHT, 0] = ClipMatrix[3] - ClipMatrix[0];
- frustum[RIGHT, 1] = ClipMatrix[7] - ClipMatrix[4];
- frustum[RIGHT, 2] = ClipMatrix[11] - ClipMatrix[8];
- frustum[RIGHT, 3] = ClipMatrix[15] - ClipMatrix[12];
- NormalizePlane(frustum, RIGHT);
- frustum[LEFT, 0] = ClipMatrix[3] + ClipMatrix[0];
- frustum[LEFT, 1] = ClipMatrix[7] + ClipMatrix[4];
- frustum[LEFT, 2] = ClipMatrix[11] + ClipMatrix[8];
- frustum[LEFT, 3] = ClipMatrix[15] + ClipMatrix[12];
- NormalizePlane(frustum, LEFT);
- frustum[BOTTOM, 0] = ClipMatrix[3] + ClipMatrix[1];
- frustum[BOTTOM, 1] = ClipMatrix[7] + ClipMatrix[5];
- frustum[BOTTOM, 2] = ClipMatrix[11] + ClipMatrix[9];
- frustum[BOTTOM, 3] = ClipMatrix[15] + ClipMatrix[13];
- NormalizePlane(frustum, BOTTOM);
- frustum[TOP, 0] = ClipMatrix[3] - ClipMatrix[1];
- frustum[TOP, 1] = ClipMatrix[7] - ClipMatrix[5];
- frustum[TOP, 2] = ClipMatrix[11] - ClipMatrix[9];
- frustum[TOP, 3] = ClipMatrix[15] - ClipMatrix[13];
- NormalizePlane(frustum, TOP);
- frustum[BACK, 0] = ClipMatrix[3] - ClipMatrix[2];
- frustum[BACK, 1] = ClipMatrix[7] - ClipMatrix[6];
- frustum[BACK, 2] = ClipMatrix[11] - ClipMatrix[10];
- frustum[BACK, 3] = ClipMatrix[15] - ClipMatrix[14];
- NormalizePlane(frustum, BACK);
- frustum[FRONT, 0] = ClipMatrix[3] + ClipMatrix[2];
- frustum[FRONT, 1] = ClipMatrix[7] + ClipMatrix[6];
- frustum[FRONT, 2] = ClipMatrix[11] + ClipMatrix[10];
- frustum[FRONT, 3] = ClipMatrix[15] + ClipMatrix[14];
- NormalizePlane(frustum, FRONT);
- }
- /// <summary>
- /// tasojen normaalit osoittaa sisäänpäin joten jos testattava vertex on
- /// kaikkien tasojen "edessä", se on ruudulla ja rendataan
- /// </summary>
- /// <param name="x"></param>
- /// <param name="y"></param>
- /// <param name="z"></param>
- /// <returns></returns>
- public static bool PointInFrustum(float x, float y, float z)
- {
- // tasoyhtälö: A*x + B*y + C*z + D = 0
- // ABC on normaalin X, Y ja Z
- // D on tason etäisyys origosta
- // =0 vertex on tasolla
- // <0 tason takana
- // >0 tason edessä
- for (int a = 0; a < 6; a++)
- {
- // jos vertex jonkun tason takana, niin palauta false (ei rendata)
- if (((frustum[a, 0] * x) + (frustum[a, 1] * y) + (frustum[a, 2] * z) + frustum[a, 3]) <= 0)
- {
- return false;
- }
- }
- // ruudulla
- return true;
- }
- /// <summary>
- /// palauttaa etäisyyden kameraan jos pallo frustumissa, muuten 0.
- /// </summary>
- /// <param name="x"></param>
- /// <param name="y"></param>
- /// <param name="z"></param>
- /// <param name="radius"></param>
- /// <returns></returns>
- public static float SphereInFrustum(float x, float y, float z, float radius)
- {
- float d = 0;
- for (int p = 0; p < 6; p++)
- {
- d = frustum[p, 0] * x + frustum[p, 1] * y + frustum[p, 2] * z + frustum[p, 3];
- if (d <= -radius) // jos pallo ei ole ruudulla
- {
- return 0;
- }
- }
- // kaikkien tasojen edessä eli näkyvissä.
- return d + radius; // palauta matka kameraan
- }
- public static bool ObjectInFrustum(Vector3 position, BoundingVolume bound)
- {
- return ObjectInFrustum(position.X, position.Y, position.Z, bound);
- }
- public static bool ObjectInFrustum(float x, float y, float z, BoundingVolume bound)
- {
- if (bound == null) return true;
- if (SphereInFrustum(x, y, z, bound.ScaledR) == 0) return false;
- return true;
- }
- }
- public class BoundingVolume
- {
- Vector3 Min = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue);
- Vector3 Max = new Vector3(float.MinValue, float.MinValue, float.MinValue);
- float R = 0f;
- public Vector3 ScaledMin = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue);
- public Vector3 ScaledMax = new Vector3(float.MinValue, float.MinValue, float.MinValue);
- public float ScaledR = 0f;
- public void CalcScaled(Vector3 scale)
- {
- ScaledMin = Min * scale;
- ScaledMax = Max * scale;
- Vector3 dist = ScaledMax - ScaledMin;
- ScaledR = dist.Length();
- }
- public void CreateBoundingVolume(OpenMetaverse.Rendering.Face mesh, Vector3 scale)
- {
- for (int q = 0; q < mesh.Vertices.Count; q++)
- {
- if (mesh.Vertices[q].Position.X < Min.X) Min.X = mesh.Vertices[q].Position.X;
- if (mesh.Vertices[q].Position.Y < Min.Y) Min.Y = mesh.Vertices[q].Position.Y;
- if (mesh.Vertices[q].Position.Z < Min.Z) Min.Z = mesh.Vertices[q].Position.Z;
- if (mesh.Vertices[q].Position.X > Max.X) Max.X = mesh.Vertices[q].Position.X;
- if (mesh.Vertices[q].Position.Y > Max.Y) Max.Y = mesh.Vertices[q].Position.Y;
- if (mesh.Vertices[q].Position.Z > Max.Z) Max.Z = mesh.Vertices[q].Position.Z;
- }
- Vector3 dist = Max - Min;
- R = dist.Length();
- mesh.Center = Min + (dist / 2);
- CalcScaled(scale);
- }
- public void FromScale(Vector3 scale)
- {
- ScaledMax = scale / 2f;
- ScaledMin = -ScaledMax;
- Vector3 dist = ScaledMax - ScaledMin;
- ScaledR = dist.Length();
- }
- public void AddVolume(BoundingVolume vol, Vector3 scale)
- {
- if (vol.Min.X < this.Min.X) this.Min.X = vol.Min.X;
- if (vol.Min.Y < this.Min.Y) this.Min.Y = vol.Min.Y;
- if (vol.Min.Z < this.Min.Z) this.Min.Z = vol.Min.Z;
- if (vol.Max.X > this.Max.X) this.Max.X = vol.Max.X;
- if (vol.Max.Y > this.Max.Y) this.Max.Y = vol.Max.Y;
- if (vol.Max.Z > this.Max.Z) this.Max.Z = vol.Max.Z;
- Vector3 dist = Max - Min;
- R = dist.Length();
- CalcScaled(scale);
- }
- //public void CreateBoundingVolume(Model mesh, Vector3 min, Vector3 max)
- //{
- // Min = min;
- // Max = max;
- // Vector3 dist = Max - Min;
- // R = dist.Length;
- // mesh.ObjCenter = Min + (dist / 2); // objektin keskikohta
- //}
- }
- }