All Downloads are FREE. Search and download functionalities are using the official Maven repository.

org.joml.FrustumIntersection Maven / Gradle / Ivy

There is a newer version: 1.10.1
Show newest version
/*
 * The MIT License
 *
 * Copyright (c) 2015-2020 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;

/**
 * Efficiently performs frustum intersection tests by caching the frustum planes of an arbitrary transformation {@link Matrix4fc matrix}.
 * 

* This class is preferred over the frustum intersection methods in {@link Matrix4fc} when many objects need to be culled by the same static frustum. * * @author Kai Burjack */ public class FrustumIntersection { /** * Return value of {@link #intersectAab(float, float, float, float, float, float) intersectAab()} * and its different overloads identifying the plane with equation x=-1 when using the identity frustum. */ public static final int PLANE_NX = 0; /** * Return value of {@link #intersectAab(float, float, float, float, float, float) intersectAab()} * and its different overloads identifying the plane with equation x=1 when using the identity frustum. */ public static final int PLANE_PX = 1; /** * Return value of {@link #intersectAab(float, float, float, float, float, float) intersectAab()} * and its different overloads identifying the plane with equation y=-1 when using the identity frustum. */ public static final int PLANE_NY= 2; /** * Return value of {@link #intersectAab(float, float, float, float, float, float) intersectAab()} * and its different overloads identifying the plane with equation y=1 when using the identity frustum. */ public static final int PLANE_PY = 3; /** * Return value of {@link #intersectAab(float, float, float, float, float, float) intersectAab()} * and its different overloads identifying the plane with equation z=-1 when using the identity frustum. */ public static final int PLANE_NZ = 4; /** * Return value of {@link #intersectAab(float, float, float, float, float, float) intersectAab()} * and its different overloads identifying the plane with equation z=1 when using the identity frustum. */ public static final int PLANE_PZ = 5; /** * Return value of {@link #intersectAab(float, float, float, float, float, float) intersectAab()} * and its different overloads indicating that the axis-aligned box intersects the frustum. */ public static final int INTERSECT = -1; /** * Return value of {@link #intersectAab(float, float, float, float, float, float) intersectAab()} * and its different overloads indicating that the axis-aligned box is fully inside of the frustum. */ public static final int INSIDE = -2; /** * Return value of {@link #intersectSphere(Vector3fc, float)} or {@link #intersectSphere(float, float, float, float)} * indicating that the sphere is completely outside of the frustum. */ public static final int OUTSIDE = -3; /** * The value in a bitmask for * {@link #intersectAab(float, float, float, float, float, float, int) intersectAab()} * that identifies the plane with equation x=-1 when using the identity frustum. */ public static final int PLANE_MASK_NX = 1<x=1 when using the identity frustum. */ public static final int PLANE_MASK_PX = 1<y=-1 when using the identity frustum. */ public static final int PLANE_MASK_NY = 1<y=1 when using the identity frustum. */ public static final int PLANE_MASK_PY = 1<z=-1 when using the identity frustum. */ public static final int PLANE_MASK_NZ = 1<z=1 when using the identity frustum. */ public static final int PLANE_MASK_PZ = 1< * Before using any of the frustum culling methods, make sure to define the frustum planes using {@link #set(Matrix4fc)}. */ public FrustumIntersection() { } /** * Create a new {@link FrustumIntersection} from the given {@link Matrix4fc matrix} by extracing the matrix's frustum planes. *

* In order to update the compute frustum planes later on, call {@link #set(Matrix4fc)}. * * @see #set(Matrix4fc) * * @param m * the {@link Matrix4fc} to create the frustum culler from */ public FrustumIntersection(Matrix4fc m) { set(m, true); } /** * Create a new {@link FrustumIntersection} from the given {@link Matrix4fc matrix} by extracing the matrix's frustum planes. *

* In order to update the compute frustum planes later on, call {@link #set(Matrix4fc)}. * * @see #set(Matrix4fc) * * @param m * the {@link Matrix4fc} to create the frustum culler from * @param allowTestSpheres * whether the methods {@link #testSphere(Vector3fc, float)}, {@link #testSphere(float, float, float, float)}, * {@link #intersectSphere(Vector3fc, float)} or {@link #intersectSphere(float, float, float, float)} will used. * If no spheres need to be tested, then false should be used */ public FrustumIntersection(Matrix4fc m, boolean allowTestSpheres) { set(m, allowTestSpheres); } /** * Update the stored frustum planes of this {@link FrustumIntersection} with the given {@link Matrix4fc matrix}. *

* Reference: * Fast Extraction of Viewing Frustum Planes from the World-View-Projection Matrix * * @param m * the {@link Matrix4fc matrix} to update this frustum culler's frustum planes from * @return this */ public FrustumIntersection set(Matrix4fc m) { return set(m, true); } /** * Update the stored frustum planes of this {@link FrustumIntersection} with the given {@link Matrix4fc matrix} and * allow to optimize the frustum plane extraction in the case when no intersection test is needed for spheres. *

* Reference: * Fast Extraction of Viewing Frustum Planes from the World-View-Projection Matrix * * @param m * the {@link Matrix4fc matrix} to update this frustum culler's frustum planes from * @param allowTestSpheres * whether the methods {@link #testSphere(Vector3fc, float)}, {@link #testSphere(float, float, float, float)}, * {@link #intersectSphere(Vector3fc, float)} or {@link #intersectSphere(float, float, float, float)} will be used. * If no spheres need to be tested, then false should be used * @return this */ public FrustumIntersection set(Matrix4fc m, boolean allowTestSpheres) { float invl; nxX = m.m03() + m.m00(); nxY = m.m13() + m.m10(); nxZ = m.m23() + m.m20(); nxW = m.m33() + m.m30(); if (allowTestSpheres) { invl = Math.invsqrt(nxX * nxX + nxY * nxY + nxZ * nxZ); nxX *= invl; nxY *= invl; nxZ *= invl; nxW *= invl; } planes[0].set(nxX, nxY, nxZ, nxW); pxX = m.m03() - m.m00(); pxY = m.m13() - m.m10(); pxZ = m.m23() - m.m20(); pxW = m.m33() - m.m30(); if (allowTestSpheres) { invl = Math.invsqrt(pxX * pxX + pxY * pxY + pxZ * pxZ); pxX *= invl; pxY *= invl; pxZ *= invl; pxW *= invl; } planes[1].set(pxX, pxY, pxZ, pxW); nyX = m.m03() + m.m01(); nyY = m.m13() + m.m11(); nyZ = m.m23() + m.m21(); nyW = m.m33() + m.m31(); if (allowTestSpheres) { invl = Math.invsqrt(nyX * nyX + nyY * nyY + nyZ * nyZ); nyX *= invl; nyY *= invl; nyZ *= invl; nyW *= invl; } planes[2].set(nyX, nyY, nyZ, nyW); pyX = m.m03() - m.m01(); pyY = m.m13() - m.m11(); pyZ = m.m23() - m.m21(); pyW = m.m33() - m.m31(); if (allowTestSpheres) { invl = Math.invsqrt(pyX * pyX + pyY * pyY + pyZ * pyZ); pyX *= invl; pyY *= invl; pyZ *= invl; pyW *= invl; } planes[3].set(pyX, pyY, pyZ, pyW); nzX = m.m03() + m.m02(); nzY = m.m13() + m.m12(); nzZ = m.m23() + m.m22(); nzW = m.m33() + m.m32(); if (allowTestSpheres) { invl = Math.invsqrt(nzX * nzX + nzY * nzY + nzZ * nzZ); nzX *= invl; nzY *= invl; nzZ *= invl; nzW *= invl; } planes[4].set(nzX, nzY, nzZ, nzW); pzX = m.m03() - m.m02(); pzY = m.m13() - m.m12(); pzZ = m.m23() - m.m22(); pzW = m.m33() - m.m32(); if (allowTestSpheres) { invl = Math.invsqrt(pzX * pzX + pzY * pzY + pzZ * pzZ); pzX *= invl; pzY *= invl; pzZ *= invl; pzW *= invl; } planes[5].set(pzX, pzY, pzZ, pzW); return this; } /** * Test whether the given point is within the frustum defined by this frustum culler. * * @param point * the point to test * @return true if the given point is inside the frustum; false otherwise */ public boolean testPoint(Vector3fc point) { return testPoint(point.x(), point.y(), point.z()); } /** * Test whether the given point (x, y, z) is within the frustum defined by this frustum culler. * * @param x * the x-coordinate of the point * @param y * the y-coordinate of the point * @param z * the z-coordinate of the point * @return true if the given point is inside the frustum; false otherwise */ public boolean testPoint(float x, float y, float z) { return nxX * x + nxY * y + nxZ * z + nxW >= 0 && pxX * x + pxY * y + pxZ * z + pxW >= 0 && nyX * x + nyY * y + nyZ * z + nyW >= 0 && pyX * x + pyY * y + pyZ * z + pyW >= 0 && nzX * x + nzY * y + nzZ * z + nzW >= 0 && pzX * x + pzY * y + pzZ * z + pzW >= 0; } /** * Test whether the given sphere is partly or completely within or outside of the frustum defined by this frustum culler. *

* The algorithm implemented by this method is conservative. This means that in certain circumstances a false positive * can occur, when the method returns true for spheres that are actually not visible. * See iquilezles.org for an examination of this problem. * * @param center * the sphere's center * @param radius * the sphere's radius * @return true if the given sphere is partly or completely inside the frustum; * false otherwise */ public boolean testSphere(Vector3fc center, float radius) { return testSphere(center.x(), center.y(), center.z(), radius); } /** * Test whether the given sphere is partly or completely within or outside of the frustum defined by this frustum culler. *

* The algorithm implemented by this method is conservative. This means that in certain circumstances a false positive * can occur, when the method returns true for spheres that are actually not visible. * See iquilezles.org for an examination of this problem. * * @param x * the x-coordinate of the sphere's center * @param y * the y-coordinate of the sphere's center * @param z * the z-coordinate of the sphere's center * @param r * the sphere's radius * @return true if the given sphere is partly or completely inside the frustum; * false otherwise */ public boolean testSphere(float x, float y, float z, float r) { return nxX * x + nxY * y + nxZ * z + nxW >= -r && pxX * x + pxY * y + pxZ * z + pxW >= -r && nyX * x + nyY * y + nyZ * z + nyW >= -r && pyX * x + pyY * y + pyZ * z + pyW >= -r && nzX * x + nzY * y + nzZ * z + nzW >= -r && pzX * x + pzY * y + pzZ * z + pzW >= -r; } /** * Determine whether the given sphere is partly or completely within or outside of the frustum defined by this frustum culler. *

* The algorithm implemented by this method is conservative. This means that in certain circumstances a false positive * can occur, when the method returns true for spheres that are actually not visible. * See iquilezles.org for an examination of this problem. * * @param center * the sphere's center * @param radius * the sphere's radius * @return {@link #INSIDE} if the given sphere is completely inside the frustum, or {@link #INTERSECT} if the sphere intersects * the frustum, or {@link #OUTSIDE} if the sphere is outside of the frustum */ public int intersectSphere(Vector3fc center, float radius) { return intersectSphere(center.x(), center.y(), center.z(), radius); } /** * Determine whether the given sphere is partly or completely within or outside of the frustum defined by this frustum culler. *

* The algorithm implemented by this method is conservative. This means that in certain circumstances a false positive * can occur, when the method returns true for spheres that are actually not visible. * See iquilezles.org for an examination of this problem. * * @param x * the x-coordinate of the sphere's center * @param y * the y-coordinate of the sphere's center * @param z * the z-coordinate of the sphere's center * @param r * the sphere's radius * @return {@link #INSIDE} if the given sphere is completely inside the frustum, or {@link #INTERSECT} if the sphere intersects * the frustum, or {@link #OUTSIDE} if the sphere is outside of the frustum */ public int intersectSphere(float x, float y, float z, float r) { boolean inside = true; float dist; dist = nxX * x + nxY * y + nxZ * z + nxW; if (dist >= -r) { inside &= dist >= r; dist = pxX * x + pxY * y + pxZ * z + pxW; if (dist >= -r) { inside &= dist >= r; dist = nyX * x + nyY * y + nyZ * z + nyW; if (dist >= -r) { inside &= dist >= r; dist = pyX * x + pyY * y + pyZ * z + pyW; if (dist >= -r) { inside &= dist >= r; dist = nzX * x + nzY * y + nzZ * z + nzW; if (dist >= -r) { inside &= dist >= r; dist = pzX * x + pzY * y + pzZ * z + pzW; if (dist >= -r) { inside &= dist >= r; return inside ? INSIDE : INTERSECT; } } } } } } return OUTSIDE; } /** * Test whether the given axis-aligned box is partly or completely within or outside of the frustum defined by this frustum culler. * The box is specified via its min and max corner coordinates. *

* The algorithm implemented by this method is conservative. This means that in certain circumstances a false positive * can occur, when the method returns -1 for boxes that are actually not visible/do not intersect the frustum. * See iquilezles.org for an examination of this problem. * * @param min * the minimum corner coordinates of the axis-aligned box * @param max * the maximum corner coordinates of the axis-aligned box * @return true if the axis-aligned box is completely or partly inside of the frustum; false otherwise */ public boolean testAab(Vector3fc min, Vector3fc max) { return testAab(min.x(), min.y(), min.z(), max.x(), max.y(), max.z()); } /** * Test whether the given axis-aligned box is partly or completely within or outside of the frustum defined by this frustum culler. * The box is specified via its min and max corner coordinates. *

* The algorithm implemented by this method is conservative. This means that in certain circumstances a false positive * can occur, when the method returns -1 for boxes that are actually not visible/do not intersect the frustum. * See iquilezles.org for an examination of this problem. *

* Reference: Efficient View Frustum Culling * * @param minX * the x-coordinate of the minimum corner * @param minY * the y-coordinate of the minimum corner * @param minZ * the z-coordinate of the minimum corner * @param maxX * the x-coordinate of the maximum corner * @param maxY * the y-coordinate of the maximum corner * @param maxZ * the z-coordinate of the maximum corner * @return true if the axis-aligned box is completely or partly inside of the frustum; false otherwise */ public boolean testAab(float minX, float minY, float minZ, float maxX, float maxY, float maxZ) { /* * This is an implementation of the "2.4 Basic intersection test" of the mentioned site. * It does not distinguish between partially inside and fully inside, though, so the test with the 'p' vertex is omitted. */ return nxX * (nxX < 0 ? minX : maxX) + nxY * (nxY < 0 ? minY : maxY) + nxZ * (nxZ < 0 ? minZ : maxZ) >= -nxW && pxX * (pxX < 0 ? minX : maxX) + pxY * (pxY < 0 ? minY : maxY) + pxZ * (pxZ < 0 ? minZ : maxZ) >= -pxW && nyX * (nyX < 0 ? minX : maxX) + nyY * (nyY < 0 ? minY : maxY) + nyZ * (nyZ < 0 ? minZ : maxZ) >= -nyW && pyX * (pyX < 0 ? minX : maxX) + pyY * (pyY < 0 ? minY : maxY) + pyZ * (pyZ < 0 ? minZ : maxZ) >= -pyW && nzX * (nzX < 0 ? minX : maxX) + nzY * (nzY < 0 ? minY : maxY) + nzZ * (nzZ < 0 ? minZ : maxZ) >= -nzW && pzX * (pzX < 0 ? minX : maxX) + pzY * (pzY < 0 ? minY : maxY) + pzZ * (pzZ < 0 ? minZ : maxZ) >= -pzW; } /** * Test whether the given XY-plane (at Z = 0) is partly or completely within or outside of the frustum defined by this frustum culler. * The plane is specified via its min and max corner coordinates. *

* The algorithm implemented by this method is conservative. This means that in certain circumstances a false positive * can occur, when the method returns -1 for planes that are actually not visible/do not intersect the frustum. * See iquilezles.org for an examination of this problem. * * @param min * the minimum corner coordinates of the XY-plane * @param max * the maximum corner coordinates of the XY-plane * @return true if the XY-plane is completely or partly inside of the frustum; false otherwise */ public boolean testPlaneXY(Vector2fc min, Vector2fc max) { return testPlaneXY(min.x(), min.y(), max.x(), max.y()); } /** * Test whether the given XY-plane (at Z = 0) is partly or completely within or outside of the frustum defined by this frustum culler. * The plane is specified via its min and max corner coordinates. *

* The algorithm implemented by this method is conservative. This means that in certain circumstances a false positive * can occur, when the method returns -1 for planes that are actually not visible/do not intersect the frustum. * See iquilezles.org for an examination of this problem. *

* Reference: Efficient View Frustum Culling * * @param minX * the x-coordinate of the minimum corner * @param minY * the y-coordinate of the minimum corner * @param maxX * the x-coordinate of the maximum corner * @param maxY * the y-coordinate of the maximum corner * @return true if the XY-plane is completely or partly inside of the frustum; false otherwise */ public boolean testPlaneXY(float minX, float minY, float maxX, float maxY) { /* * This is an implementation of the "2.4 Basic intersection test" of the mentioned site. * It does not distinguish between partially inside and fully inside, though, so the test with the 'p' vertex is omitted. */ return nxX * (nxX < 0 ? minX : maxX) + nxY * (nxY < 0 ? minY : maxY) >= -nxW && pxX * (pxX < 0 ? minX : maxX) + pxY * (pxY < 0 ? minY : maxY) >= -pxW && nyX * (nyX < 0 ? minX : maxX) + nyY * (nyY < 0 ? minY : maxY) >= -nyW && pyX * (pyX < 0 ? minX : maxX) + pyY * (pyY < 0 ? minY : maxY) >= -pyW && nzX * (nzX < 0 ? minX : maxX) + nzY * (nzY < 0 ? minY : maxY) >= -nzW && pzX * (pzX < 0 ? minX : maxX) + pzY * (pzY < 0 ? minY : maxY) >= -pzW; } /** * Test whether the given XZ-plane (at Y = 0) is partly or completely within or outside of the frustum defined by this frustum culler. * The plane is specified via its min and max corner coordinates. *

* The algorithm implemented by this method is conservative. This means that in certain circumstances a false positive * can occur, when the method returns -1 for planes that are actually not visible/do not intersect the frustum. * See iquilezles.org for an examination of this problem. *

* Reference: Efficient View Frustum Culling * * @param minX * the x-coordinate of the minimum corner * @param minZ * the z-coordinate of the minimum corner * @param maxX * the x-coordinate of the maximum corner * @param maxZ * the z-coordinate of the maximum corner * @return true if the XZ-plane is completely or partly inside of the frustum; false otherwise */ public boolean testPlaneXZ(float minX, float minZ, float maxX, float maxZ) { /* * This is an implementation of the "2.4 Basic intersection test" of the mentioned site. * It does not distinguish between partially inside and fully inside, though, so the test with the 'p' vertex is omitted. */ return nxX * (nxX < 0 ? minX : maxX) + nxZ * (nxZ < 0 ? minZ : maxZ) >= -nxW && pxX * (pxX < 0 ? minX : maxX) + pxZ * (pxZ < 0 ? minZ : maxZ) >= -pxW && nyX * (nyX < 0 ? minX : maxX) + nyZ * (nyZ < 0 ? minZ : maxZ) >= -nyW && pyX * (pyX < 0 ? minX : maxX) + pyZ * (pyZ < 0 ? minZ : maxZ) >= -pyW && nzX * (nzX < 0 ? minX : maxX) + nzZ * (nzZ < 0 ? minZ : maxZ) >= -nzW && pzX * (pzX < 0 ? minX : maxX) + pzZ * (pzZ < 0 ? minZ : maxZ) >= -pzW; } /** * Determine whether the given axis-aligned box is partly or completely within or outside of the frustum defined by this frustum culler * and, if the box is not inside this frustum, return the index of the plane that culled it. * The box is specified via its min and max corner coordinates. *

* The algorithm implemented by this method is conservative. This means that in certain circumstances a false positive * can occur, when the method returns -1 for boxes that are actually not visible/do not intersect the frustum. * See iquilezles.org for an examination of this problem. * * @param min * the minimum corner coordinates of the axis-aligned box * @param max * the maximum corner coordinates of the axis-aligned box * @return the index of the first plane that culled the box, if the box does not intersect the frustum; * or {@link #INTERSECT} if the box intersects the frustum, or {@link #INSIDE} if the box is fully inside of the frustum. * The plane index is one of {@link #PLANE_NX}, {@link #PLANE_PX}, {@link #PLANE_NY}, {@link #PLANE_PY}, {@link #PLANE_NZ} and {@link #PLANE_PZ} */ public int intersectAab(Vector3fc min, Vector3fc max) { return intersectAab(min.x(), min.y(), min.z(), max.x(), max.y(), max.z()); } /** * Determine whether the given axis-aligned box is partly or completely within or outside of the frustum defined by this frustum culler * and, if the box is not inside this frustum, return the index of the plane that culled it. * The box is specified via its min and max corner coordinates. *

* The algorithm implemented by this method is conservative. This means that in certain circumstances a false positive * can occur, when the method returns -1 for boxes that are actually not visible/do not intersect the frustum. * See iquilezles.org for an examination of this problem. *

* Reference: Efficient View Frustum Culling * * @param minX * the x-coordinate of the minimum corner * @param minY * the y-coordinate of the minimum corner * @param minZ * the z-coordinate of the minimum corner * @param maxX * the x-coordinate of the maximum corner * @param maxY * the y-coordinate of the maximum corner * @param maxZ * the z-coordinate of the maximum corner * @return the index of the first plane that culled the box, if the box does not intersect the frustum, * or {@link #INTERSECT} if the box intersects the frustum, or {@link #INSIDE} if the box is fully inside of the frustum. * The plane index is one of {@link #PLANE_NX}, {@link #PLANE_PX}, {@link #PLANE_NY}, {@link #PLANE_PY}, {@link #PLANE_NZ} and {@link #PLANE_PZ} */ public int intersectAab(float minX, float minY, float minZ, float maxX, float maxY, float maxZ) { /* * This is an implementation of the "2.4 Basic intersection test" of the mentioned site. * * In addition to the algorithm in the paper, this method also returns the index of the first plane that culled the box. */ int plane = PLANE_NX; boolean inside = true; if (nxX * (nxX < 0 ? minX : maxX) + nxY * (nxY < 0 ? minY : maxY) + nxZ * (nxZ < 0 ? minZ : maxZ) >= -nxW) { plane = PLANE_PX; inside &= nxX * (nxX < 0 ? maxX : minX) + nxY * (nxY < 0 ? maxY : minY) + nxZ * (nxZ < 0 ? maxZ : minZ) >= -nxW; if (pxX * (pxX < 0 ? minX : maxX) + pxY * (pxY < 0 ? minY : maxY) + pxZ * (pxZ < 0 ? minZ : maxZ) >= -pxW) { plane = PLANE_NY; inside &= pxX * (pxX < 0 ? maxX : minX) + pxY * (pxY < 0 ? maxY : minY) + pxZ * (pxZ < 0 ? maxZ : minZ) >= -pxW; if (nyX * (nyX < 0 ? minX : maxX) + nyY * (nyY < 0 ? minY : maxY) + nyZ * (nyZ < 0 ? minZ : maxZ) >= -nyW) { plane = PLANE_PY; inside &= nyX * (nyX < 0 ? maxX : minX) + nyY * (nyY < 0 ? maxY : minY) + nyZ * (nyZ < 0 ? maxZ : minZ) >= -nyW; if (pyX * (pyX < 0 ? minX : maxX) + pyY * (pyY < 0 ? minY : maxY) + pyZ * (pyZ < 0 ? minZ : maxZ) >= -pyW) { plane = PLANE_NZ; inside &= pyX * (pyX < 0 ? maxX : minX) + pyY * (pyY < 0 ? maxY : minY) + pyZ * (pyZ < 0 ? maxZ : minZ) >= -pyW; if (nzX * (nzX < 0 ? minX : maxX) + nzY * (nzY < 0 ? minY : maxY) + nzZ * (nzZ < 0 ? minZ : maxZ) >= -nzW) { plane = PLANE_PZ; inside &= nzX * (nzX < 0 ? maxX : minX) + nzY * (nzY < 0 ? maxY : minY) + nzZ * (nzZ < 0 ? maxZ : minZ) >= -nzW; if (pzX * (pzX < 0 ? minX : maxX) + pzY * (pzY < 0 ? minY : maxY) + pzZ * (pzZ < 0 ? minZ : maxZ) >= -pzW) { inside &= pzX * (pzX < 0 ? maxX : minX) + pzY * (pzY < 0 ? maxY : minY) + pzZ * (pzZ < 0 ? maxZ : minZ) >= -pzW; return inside ? INSIDE : INTERSECT; } } } } } } return plane; } /** * Compute the signed distance from the given axis-aligned box to the plane. * * @param minX * the x-coordinate of the minimum corner * @param minY * the y-coordinate of the minimum corner * @param minZ * the z-coordinate of the minimum corner * @param maxX * the x-coordinate of the maximum corner * @param maxY * the y-coordinate of the maximum corner * @param maxZ * the z-coordinate of the maximum corner * @param plane * one of * {@link #PLANE_NX}, {@link #PLANE_PX}, * {@link #PLANE_NY}, {@link #PLANE_PY}, * {@link #PLANE_NZ} and {@link #PLANE_PZ} * @return the signed distance of the axis-aligned box to the plane */ public float distanceToPlane(float minX, float minY, float minZ, float maxX, float maxY, float maxZ, int plane) { return planes[plane].x * (planes[plane].x < 0 ? maxX : minX) + planes[plane].y * (planes[plane].y < 0 ? maxY : minY) + planes[plane].z * (planes[plane].z < 0 ? maxZ : minZ) + planes[plane].w; } /** * Determine whether the given axis-aligned box is partly or completely within or outside of the frustum defined by this frustum culler * and, if the box is not inside this frustum, return the index of the plane that culled it. * The box is specified via its min and max corner coordinates. *

* This method differs from {@link #intersectAab(Vector3fc, Vector3fc)} in that * it allows to mask-off planes that should not be calculated. For example, in order to only test a box against the * left frustum plane, use a mask of {@link #PLANE_MASK_NX}. Or in order to test all planes except the left plane, use * a mask of (~0 ^ PLANE_MASK_NX). *

* The algorithm implemented by this method is conservative. This means that in certain circumstances a false positive * can occur, when the method returns -1 for boxes that are actually not visible/do not intersect the frustum. * See iquilezles.org for an examination of this problem. * * @param min * the minimum corner coordinates of the axis-aligned box * @param max * the maximum corner coordinates of the axis-aligned box * @param mask * contains as bitset all the planes that should be tested. * This value can be any combination of * {@link #PLANE_MASK_NX}, {@link #PLANE_MASK_PX}, * {@link #PLANE_MASK_NY}, {@link #PLANE_MASK_PY}, * {@link #PLANE_MASK_NZ} and {@link #PLANE_MASK_PZ} * @return the index of the first plane that culled the box, if the box does not intersect the frustum, * or {@link #INTERSECT} if the box intersects the frustum, or {@link #INSIDE} if the box is fully inside of the frustum. * The plane index is one of {@link #PLANE_NX}, {@link #PLANE_PX}, {@link #PLANE_NY}, {@link #PLANE_PY}, {@link #PLANE_NZ} and {@link #PLANE_PZ} */ public int intersectAab(Vector3fc min, Vector3fc max, int mask) { return intersectAab(min.x(), min.y(), min.z(), max.x(), max.y(), max.z(), mask); } /** * Determine whether the given axis-aligned box is partly or completely within or outside of the frustum defined by this frustum culler * and, if the box is not inside this frustum, return the index of the plane that culled it. * The box is specified via its min and max corner coordinates. *

* This method differs from {@link #intersectAab(float, float, float, float, float, float)} in that * it allows to mask-off planes that should not be calculated. For example, in order to only test a box against the * left frustum plane, use a mask of {@link #PLANE_MASK_NX}. Or in order to test all planes except the left plane, use * a mask of (~0 ^ PLANE_MASK_NX). *

* The algorithm implemented by this method is conservative. This means that in certain circumstances a false positive * can occur, when the method returns -1 for boxes that are actually not visible/do not intersect the frustum. * See iquilezles.org for an examination of this problem. *

* Reference: Efficient View Frustum Culling * * @param minX * the x-coordinate of the minimum corner * @param minY * the y-coordinate of the minimum corner * @param minZ * the z-coordinate of the minimum corner * @param maxX * the x-coordinate of the maximum corner * @param maxY * the y-coordinate of the maximum corner * @param maxZ * the z-coordinate of the maximum corner * @param mask * contains as bitset all the planes that should be tested. * This value can be any combination of * {@link #PLANE_MASK_NX}, {@link #PLANE_MASK_PX}, * {@link #PLANE_MASK_NY}, {@link #PLANE_MASK_PY}, * {@link #PLANE_MASK_NZ} and {@link #PLANE_MASK_PZ} * @return the index of the first plane that culled the box, if the box does not intersect the frustum, * or {@link #INTERSECT} if the box intersects the frustum, or {@link #INSIDE} if the box is fully inside of the frustum. * The plane index is one of {@link #PLANE_NX}, {@link #PLANE_PX}, {@link #PLANE_NY}, {@link #PLANE_PY}, {@link #PLANE_NZ} and {@link #PLANE_PZ} */ public int intersectAab(float minX, float minY, float minZ, float maxX, float maxY, float maxZ, int mask) { /* * This is an implementation of the first algorithm in "2.5 Plane masking and coherency" of the mentioned site. * * In addition to the algorithm in the paper, this method also returns the index of the first plane that culled the box. */ int plane = PLANE_NX; boolean inside = true; if ((mask & PLANE_MASK_NX) == 0 || nxX * (nxX < 0 ? minX : maxX) + nxY * (nxY < 0 ? minY : maxY) + nxZ * (nxZ < 0 ? minZ : maxZ) >= -nxW) { plane = PLANE_PX; inside &= nxX * (nxX < 0 ? maxX : minX) + nxY * (nxY < 0 ? maxY : minY) + nxZ * (nxZ < 0 ? maxZ : minZ) >= -nxW; if ((mask & PLANE_MASK_PX) == 0 || pxX * (pxX < 0 ? minX : maxX) + pxY * (pxY < 0 ? minY : maxY) + pxZ * (pxZ < 0 ? minZ : maxZ) >= -pxW) { plane = PLANE_NY; inside &= pxX * (pxX < 0 ? maxX : minX) + pxY * (pxY < 0 ? maxY : minY) + pxZ * (pxZ < 0 ? maxZ : minZ) >= -pxW; if ((mask & PLANE_MASK_NY) == 0 || nyX * (nyX < 0 ? minX : maxX) + nyY * (nyY < 0 ? minY : maxY) + nyZ * (nyZ < 0 ? minZ : maxZ) >= -nyW) { plane = PLANE_PY; inside &= nyX * (nyX < 0 ? maxX : minX) + nyY * (nyY < 0 ? maxY : minY) + nyZ * (nyZ < 0 ? maxZ : minZ) >= -nyW; if ((mask & PLANE_MASK_PY) == 0 || pyX * (pyX < 0 ? minX : maxX) + pyY * (pyY < 0 ? minY : maxY) + pyZ * (pyZ < 0 ? minZ : maxZ) >= -pyW) { plane = PLANE_NZ; inside &= pyX * (pyX < 0 ? maxX : minX) + pyY * (pyY < 0 ? maxY : minY) + pyZ * (pyZ < 0 ? maxZ : minZ) >= -pyW; if ((mask & PLANE_MASK_NZ) == 0 || nzX * (nzX < 0 ? minX : maxX) + nzY * (nzY < 0 ? minY : maxY) + nzZ * (nzZ < 0 ? minZ : maxZ) >= -nzW) { plane = PLANE_PZ; inside &= nzX * (nzX < 0 ? maxX : minX) + nzY * (nzY < 0 ? maxY : minY) + nzZ * (nzZ < 0 ? maxZ : minZ) >= -nzW; if ((mask & PLANE_MASK_PZ) == 0 || pzX * (pzX < 0 ? minX : maxX) + pzY * (pzY < 0 ? minY : maxY) + pzZ * (pzZ < 0 ? minZ : maxZ) >= -pzW) { inside &= pzX * (pzX < 0 ? maxX : minX) + pzY * (pzY < 0 ? maxY : minY) + pzZ * (pzZ < 0 ? maxZ : minZ) >= -pzW; return inside ? INSIDE : INTERSECT; } } } } } } return plane; } /** * Determine whether the given axis-aligned box is partly or completely within or outside of the frustum defined by this frustum culler * and, if the box is not inside this frustum, return the index of the plane that culled it. * The box is specified via its min and max corner coordinates. *

* This method differs from {@link #intersectAab(Vector3fc, Vector3fc)} in that * it allows to mask-off planes that should not be calculated. For example, in order to only test a box against the * left frustum plane, use a mask of {@link #PLANE_MASK_NX}. Or in order to test all planes except the left plane, use * a mask of (~0 ^ PLANE_MASK_NX). *

* In addition, the startPlane denotes the first frustum plane to test the box against. To use this effectively means to store the * plane that previously culled an axis-aligned box (as returned by intersectAab()) and in the next frame use the return value * as the argument to the startPlane parameter of this method. The assumption is that the plane that culled the object previously will also * cull it now (temporal coherency) and the culling computation is likely reduced in that case. *

* The algorithm implemented by this method is conservative. This means that in certain circumstances a false positive * can occur, when the method returns -1 for boxes that are actually not visible/do not intersect the frustum. * See iquilezles.org for an examination of this problem. * * @param min * the minimum corner coordinates of the axis-aligned box * @param max * the maximum corner coordinates of the axis-aligned box * @param mask * contains as bitset all the planes that should be tested. * This value can be any combination of * {@link #PLANE_MASK_NX}, {@link #PLANE_MASK_PX}, * {@link #PLANE_MASK_NY}, {@link #PLANE_MASK_PY}, * {@link #PLANE_MASK_NZ} and {@link #PLANE_MASK_PZ} * @param startPlane * the first frustum plane to test the axis-aligned box against. It is one of * {@link #PLANE_NX}, {@link #PLANE_PX}, {@link #PLANE_NY}, {@link #PLANE_PY}, {@link #PLANE_NZ} and {@link #PLANE_PZ} * @return the index of the first plane that culled the box, if the box does not intersect the frustum, * or {@link #INTERSECT} if the box intersects the frustum, or {@link #INSIDE} if the box is fully inside of the frustum. * The plane index is one of {@link #PLANE_NX}, {@link #PLANE_PX}, {@link #PLANE_NY}, {@link #PLANE_PY}, {@link #PLANE_NZ} and {@link #PLANE_PZ} */ public int intersectAab(Vector3fc min, Vector3fc max, int mask, int startPlane) { return intersectAab(min.x(), min.y(), min.z(), max.x(), max.y(), max.z(), mask, startPlane); } /** * Determine whether the given axis-aligned box is partly or completely within or outside of the frustum defined by this frustum culler * and, if the box is not inside this frustum, return the index of the plane that culled it. * The box is specified via its min and max corner coordinates. *

* This method differs from {@link #intersectAab(float, float, float, float, float, float)} in that * it allows to mask-off planes that should not be calculated. For example, in order to only test a box against the * left frustum plane, use a mask of {@link #PLANE_MASK_NX}. Or in order to test all planes except the left plane, use * a mask of (~0 ^ PLANE_MASK_NX). *

* In addition, the startPlane denotes the first frustum plane to test the box against. To use this effectively means to store the * plane that previously culled an axis-aligned box (as returned by intersectAab()) and in the next frame use the return value * as the argument to the startPlane parameter of this method. The assumption is that the plane that culled the object previously will also * cull it now (temporal coherency) and the culling computation is likely reduced in that case. *

* The algorithm implemented by this method is conservative. This means that in certain circumstances a false positive * can occur, when the method returns -1 for boxes that are actually not visible/do not intersect the frustum. * See iquilezles.org for an examination of this problem. *

* Reference: Efficient View Frustum Culling * * @param minX * the x-coordinate of the minimum corner * @param minY * the y-coordinate of the minimum corner * @param minZ * the z-coordinate of the minimum corner * @param maxX * the x-coordinate of the maximum corner * @param maxY * the y-coordinate of the maximum corner * @param maxZ * the z-coordinate of the maximum corner * @param mask * contains as bitset all the planes that should be tested. * This value can be any combination of * {@link #PLANE_MASK_NX}, {@link #PLANE_MASK_PX}, * {@link #PLANE_MASK_NY}, {@link #PLANE_MASK_PY}, * {@link #PLANE_MASK_NZ} and {@link #PLANE_MASK_PZ} * @param startPlane * the first frustum plane to test the axis-aligned box against. It is one of * {@link #PLANE_NX}, {@link #PLANE_PX}, {@link #PLANE_NY}, {@link #PLANE_PY}, {@link #PLANE_NZ} and {@link #PLANE_PZ} * @return the index of the first plane that culled the box, if the box does not intersect the frustum, * or {@link #INTERSECT} if the box intersects the frustum, or {@link #INSIDE} if the box is fully inside of the frustum. * The plane index is one of {@link #PLANE_NX}, {@link #PLANE_PX}, {@link #PLANE_NY}, {@link #PLANE_PY}, {@link #PLANE_NZ} and {@link #PLANE_PZ} */ public int intersectAab(float minX, float minY, float minZ, float maxX, float maxY, float maxZ, int mask, int startPlane) { /* * This is an implementation of the second algorithm in "2.5 Plane masking and coherency" of the mentioned site. * * In addition to the algorithm in the paper, this method also returns the index of the first plane that culled the box. */ int plane = startPlane; boolean inside = true; Vector4f p = planes[startPlane]; if ((mask & 1<= -nxW) { plane = PLANE_PX; inside &= nxX * (nxX < 0 ? maxX : minX) + nxY * (nxY < 0 ? maxY : minY) + nxZ * (nxZ < 0 ? maxZ : minZ) >= -nxW; if ((mask & PLANE_MASK_PX) == 0 || pxX * (pxX < 0 ? minX : maxX) + pxY * (pxY < 0 ? minY : maxY) + pxZ * (pxZ < 0 ? minZ : maxZ) >= -pxW) { plane = PLANE_NY; inside &= pxX * (pxX < 0 ? maxX : minX) + pxY * (pxY < 0 ? maxY : minY) + pxZ * (pxZ < 0 ? maxZ : minZ) >= -pxW; if ((mask & PLANE_MASK_NY) == 0 || nyX * (nyX < 0 ? minX : maxX) + nyY * (nyY < 0 ? minY : maxY) + nyZ * (nyZ < 0 ? minZ : maxZ) >= -nyW) { plane = PLANE_PY; inside &= nyX * (nyX < 0 ? maxX : minX) + nyY * (nyY < 0 ? maxY : minY) + nyZ * (nyZ < 0 ? maxZ : minZ) >= -nyW; if ((mask & PLANE_MASK_PY) == 0 || pyX * (pyX < 0 ? minX : maxX) + pyY * (pyY < 0 ? minY : maxY) + pyZ * (pyZ < 0 ? minZ : maxZ) >= -pyW) { plane = PLANE_NZ; inside &= pyX * (pyX < 0 ? maxX : minX) + pyY * (pyY < 0 ? maxY : minY) + pyZ * (pyZ < 0 ? maxZ : minZ) >= -pyW; if ((mask & PLANE_MASK_NZ) == 0 || nzX * (nzX < 0 ? minX : maxX) + nzY * (nzY < 0 ? minY : maxY) + nzZ * (nzZ < 0 ? minZ : maxZ) >= -nzW) { plane = PLANE_PZ; inside &= nzX * (nzX < 0 ? maxX : minX) + nzY * (nzY < 0 ? maxY : minY) + nzZ * (nzZ < 0 ? maxZ : minZ) >= -nzW; if ((mask & PLANE_MASK_PZ) == 0 || pzX * (pzX < 0 ? minX : maxX) + pzY * (pzY < 0 ? minY : maxY) + pzZ * (pzZ < 0 ? minZ : maxZ) >= -pzW) { inside &= pzX * (pzX < 0 ? maxX : minX) + pzY * (pzY < 0 ? maxY : minY) + pzZ * (pzZ < 0 ? maxZ : minZ) >= -pzW; return inside ? INSIDE : INTERSECT; } } } } } } return plane; } }





© 2015 - 2024 Weber Informatics LLC | Privacy Policy