| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344 |
- //
- // 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
|