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/*
 * The MIT License
 *
 * Copyright (c) 2015-2019 Kai Burjack
 *
 * 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.
 */
package org.joml;

/**
 * Provides methods to compute rays through an arbitrary perspective transformation defined by a {@link Matrix4fc}.
 * 

* This can be used to compute the eye-rays in simple software-based raycasting/raytracing. *

* To obtain the origin of the rays call {@link #origin(Vector3f)}. * Then to compute the directions of subsequent rays use {@link #dir(float, float, Vector3f)}. * * @author Kai Burjack */ public class FrustumRayBuilder { private float nxnyX, nxnyY, nxnyZ; private float pxnyX, pxnyY, pxnyZ; private float pxpyX, pxpyY, pxpyZ; private float nxpyX, nxpyY, nxpyZ; private float cx, cy, cz; /** * Create a new {@link FrustumRayBuilder} with an undefined frustum. *

* Before obtaining ray directions, make sure to define the frustum using {@link #set(Matrix4fc)}. */ public FrustumRayBuilder() { } /** * Create a new {@link FrustumRayBuilder} from the given {@link Matrix4fc matrix} by extracing the matrix's frustum. * * @param m * the {@link Matrix4fc} to create the frustum from */ public FrustumRayBuilder(Matrix4fc m) { set(m); } /** * Update the stored frustum corner rays and origin of this {@link FrustumRayBuilder} with the given {@link Matrix4fc matrix}. *

* Reference: * Fast Extraction of Viewing Frustum Planes from the World-View-Projection Matrix *

* Reference: http://geomalgorithms.com * * @param m * the {@link Matrix4fc matrix} to update the frustum corner rays and origin with * @return this */ public FrustumRayBuilder set(Matrix4fc m) { float nxX = m.m03() + m.m00(), nxY = m.m13() + m.m10(), nxZ = m.m23() + m.m20(), d1 = m.m33() + m.m30(); float pxX = m.m03() - m.m00(), pxY = m.m13() - m.m10(), pxZ = m.m23() - m.m20(), d2 = m.m33() - m.m30(); float nyX = m.m03() + m.m01(), nyY = m.m13() + m.m11(), nyZ = m.m23() + m.m21(); float pyX = m.m03() - m.m01(), pyY = m.m13() - m.m11(), pyZ = m.m23() - m.m21(), d3 = m.m33() - m.m31(); // bottom left nxnyX = nyY * nxZ - nyZ * nxY; nxnyY = nyZ * nxX - nyX * nxZ; nxnyZ = nyX * nxY - nyY * nxX; // bottom right pxnyX = pxY * nyZ - pxZ * nyY; pxnyY = pxZ * nyX - pxX * nyZ; pxnyZ = pxX * nyY - pxY * nyX; // top left nxpyX = nxY * pyZ - nxZ * pyY; nxpyY = nxZ * pyX - nxX * pyZ; nxpyZ = nxX * pyY - nxY * pyX; // top right pxpyX = pyY * pxZ - pyZ * pxY; pxpyY = pyZ * pxX - pyX * pxZ; pxpyZ = pyX * pxY - pyY * pxX; // compute origin float pxnxX, pxnxY, pxnxZ; pxnxX = pxY * nxZ - pxZ * nxY; pxnxY = pxZ * nxX - pxX * nxZ; pxnxZ = pxX * nxY - pxY * nxX; float invDot = 1.0f / (nxX * pxpyX + nxY * pxpyY + nxZ * pxpyZ); cx = (-pxpyX * d1 - nxpyX * d2 - pxnxX * d3) * invDot; cy = (-pxpyY * d1 - nxpyY * d2 - pxnxY * d3) * invDot; cz = (-pxpyZ * d1 - nxpyZ * d2 - pxnxZ * d3) * invDot; return this; } /** * Store the eye/origin of the perspective frustum in the given origin. * * @param origin * will hold the perspective origin * @return the origin vector */ public Vector3fc origin(Vector3f origin) { origin.x = cx; origin.y = cy; origin.z = cz; return origin; } /** * Obtain the normalized direction of a ray starting at the center of the coordinate system and going * through the near frustum plane. *

* The parameters x and y are used to interpolate the generated ray direction * from the bottom-left to the top-right frustum corners. * * @param x * the interpolation factor along the left-to-right frustum planes, within [0..1] * @param y * the interpolation factor along the bottom-to-top frustum planes, within [0..1] * @param dir * will hold the normalized ray direction * @return the dir vector */ public Vector3fc dir(float x, float y, Vector3f dir) { float y1x = nxnyX + (nxpyX - nxnyX) * y; float y1y = nxnyY + (nxpyY - nxnyY) * y; float y1z = nxnyZ + (nxpyZ - nxnyZ) * y; float y2x = pxnyX + (pxpyX - pxnyX) * y; float y2y = pxnyY + (pxpyY - pxnyY) * y; float y2z = pxnyZ + (pxpyZ - pxnyZ) * y; float dx = y1x + (y2x - y1x) * x; float dy = y1y + (y2y - y1y) * x; float dz = y1z + (y2z - y1z) * x; // normalize the vector float invLen = (float) (1.0 / Math.sqrt(dx * dx + dy * dy + dz * dz)); dir.x = dx * invLen; dir.y = dy * invLen; dir.z = dz * invLen; return dir; } }





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