org.mini2Dx.gdx.math.Frustum Maven / Gradle / Ivy
/*******************************************************************************
* Copyright 2011 See AUTHORS file.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
******************************************************************************/
package org.mini2Dx.gdx.math;
import org.mini2Dx.gdx.math.Plane.PlaneSide;
import org.mini2Dx.gdx.math.collision.BoundingBox;
/** A truncated rectangular pyramid. Used to define the viewable region and its projection onto the screen.
* @see Camera#frustum */
public class Frustum {
protected static final Vector3[] clipSpacePlanePoints = {new Vector3(-1, -1, -1), new Vector3(1, -1, -1),
new Vector3(1, 1, -1), new Vector3(-1, 1, -1), // near clip
new Vector3(-1, -1, 1), new Vector3(1, -1, 1), new Vector3(1, 1, 1), new Vector3(-1, 1, 1)}; // far clip
protected static final float[] clipSpacePlanePointsArray = new float[8 * 3];
static {
int j = 0;
for (Vector3 v : clipSpacePlanePoints) {
clipSpacePlanePointsArray[j++] = v.x;
clipSpacePlanePointsArray[j++] = v.y;
clipSpacePlanePointsArray[j++] = v.z;
}
}
private final static Vector3 tmpV = new Vector3();
/** the six clipping planes, near, far, left, right, top, bottom **/
public final Plane[] planes = new Plane[6];
/** eight points making up the near and far clipping "rectangles". order is counter clockwise, starting at bottom left **/
public final Vector3[] planePoints = {new Vector3(), new Vector3(), new Vector3(), new Vector3(), new Vector3(),
new Vector3(), new Vector3(), new Vector3()};
protected final float[] planePointsArray = new float[8 * 3];
public Frustum () {
for (int i = 0; i < 6; i++) {
planes[i] = new Plane(new Vector3(), 0);
}
}
/** Updates the clipping plane's based on the given inverse combined projection and view matrix, e.g. from an
* {@link OrthographicCamera} or {@link PerspectiveCamera}.
* @param inverseProjectionView the combined projection and view matrices. */
public void update (Matrix4 inverseProjectionView) {
System.arraycopy(clipSpacePlanePointsArray, 0, planePointsArray, 0, clipSpacePlanePointsArray.length);
Matrix4.prj(inverseProjectionView.val, planePointsArray, 0, 8, 3);
for (int i = 0, j = 0; i < 8; i++) {
Vector3 v = planePoints[i];
v.x = planePointsArray[j++];
v.y = planePointsArray[j++];
v.z = planePointsArray[j++];
}
planes[0].set(planePoints[1], planePoints[0], planePoints[2]);
planes[1].set(planePoints[4], planePoints[5], planePoints[7]);
planes[2].set(planePoints[0], planePoints[4], planePoints[3]);
planes[3].set(planePoints[5], planePoints[1], planePoints[6]);
planes[4].set(planePoints[2], planePoints[3], planePoints[6]);
planes[5].set(planePoints[4], planePoints[0], planePoints[1]);
}
/** Returns whether the point is in the frustum.
*
* @param point The point
* @return Whether the point is in the frustum. */
public boolean pointInFrustum (Vector3 point) {
for (int i = 0; i < planes.length; i++) {
PlaneSide result = planes[i].testPoint(point);
if (result == PlaneSide.Back) return false;
}
return true;
}
/** Returns whether the point is in the frustum.
*
* @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 Whether the point is in the frustum. */
public boolean pointInFrustum (float x, float y, float z) {
for (int i = 0; i < planes.length; i++) {
PlaneSide result = planes[i].testPoint(x, y, z);
if (result == PlaneSide.Back) return false;
}
return true;
}
/** Returns whether the given sphere is in the frustum.
*
* @param center The center of the sphere
* @param radius The radius of the sphere
* @return Whether the sphere is in the frustum */
public boolean sphereInFrustum (Vector3 center, float radius) {
for (int i = 0; i < 6; i++)
if ((planes[i].normal.x * center.x + planes[i].normal.y * center.y + planes[i].normal.z * center.z) < (-radius - planes[i].d))
return false;
return true;
}
/** Returns whether the given sphere is in the frustum.
*
* @param x The X coordinate of the center of the sphere
* @param y The Y coordinate of the center of the sphere
* @param z The Z coordinate of the center of the sphere
* @param radius The radius of the sphere
* @return Whether the sphere is in the frustum */
public boolean sphereInFrustum (float x, float y, float z, float radius) {
for (int i = 0; i < 6; i++)
if ((planes[i].normal.x * x + planes[i].normal.y * y + planes[i].normal.z * z) < (-radius - planes[i].d)) return false;
return true;
}
/** Returns whether the given sphere is in the frustum not checking whether it is behind the near and far clipping plane.
*
* @param center The center of the sphere
* @param radius The radius of the sphere
* @return Whether the sphere is in the frustum */
public boolean sphereInFrustumWithoutNearFar (Vector3 center, float radius) {
for (int i = 2; i < 6; i++)
if ((planes[i].normal.x * center.x + planes[i].normal.y * center.y + planes[i].normal.z * center.z) < (-radius - planes[i].d))
return false;
return true;
}
/** Returns whether the given sphere is in the frustum not checking whether it is behind the near and far clipping plane.
*
* @param x The X coordinate of the center of the sphere
* @param y The Y coordinate of the center of the sphere
* @param z The Z coordinate of the center of the sphere
* @param radius The radius of the sphere
* @return Whether the sphere is in the frustum */
public boolean sphereInFrustumWithoutNearFar (float x, float y, float z, float radius) {
for (int i = 2; i < 6; i++)
if ((planes[i].normal.x * x + planes[i].normal.y * y + planes[i].normal.z * z) < (-radius - planes[i].d)) return false;
return true;
}
/** Returns whether the given {@link BoundingBox} is in the frustum.
*
* @param bounds The bounding box
* @return Whether the bounding box is in the frustum */
public boolean boundsInFrustum (BoundingBox bounds) {
for (int i = 0, len2 = planes.length; i < len2; i++) {
if (planes[i].testPoint(bounds.getCorner000(tmpV)) != PlaneSide.Back) continue;
if (planes[i].testPoint(bounds.getCorner001(tmpV)) != PlaneSide.Back) continue;
if (planes[i].testPoint(bounds.getCorner010(tmpV)) != PlaneSide.Back) continue;
if (planes[i].testPoint(bounds.getCorner011(tmpV)) != PlaneSide.Back) continue;
if (planes[i].testPoint(bounds.getCorner100(tmpV)) != PlaneSide.Back) continue;
if (planes[i].testPoint(bounds.getCorner101(tmpV)) != PlaneSide.Back) continue;
if (planes[i].testPoint(bounds.getCorner110(tmpV)) != PlaneSide.Back) continue;
if (planes[i].testPoint(bounds.getCorner111(tmpV)) != PlaneSide.Back) continue;
return false;
}
return true;
}
/** Returns whether the given bounding box is in the frustum.
* @return Whether the bounding box is in the frustum */
public boolean boundsInFrustum (Vector3 center, Vector3 dimensions) {
return boundsInFrustum(center.x, center.y, center.z, dimensions.x / 2, dimensions.y / 2, dimensions.z / 2);
}
/** Returns whether the given bounding box is in the frustum.
* @return Whether the bounding box is in the frustum */
public boolean boundsInFrustum (float x, float y, float z, float halfWidth, float halfHeight, float halfDepth) {
for (int i = 0, len2 = planes.length; i < len2; i++) {
if (planes[i].testPoint(x + halfWidth, y + halfHeight, z + halfDepth) != PlaneSide.Back) continue;
if (planes[i].testPoint(x + halfWidth, y + halfHeight, z - halfDepth) != PlaneSide.Back) continue;
if (planes[i].testPoint(x + halfWidth, y - halfHeight, z + halfDepth) != PlaneSide.Back) continue;
if (planes[i].testPoint(x + halfWidth, y - halfHeight, z - halfDepth) != PlaneSide.Back) continue;
if (planes[i].testPoint(x - halfWidth, y + halfHeight, z + halfDepth) != PlaneSide.Back) continue;
if (planes[i].testPoint(x - halfWidth, y + halfHeight, z - halfDepth) != PlaneSide.Back) continue;
if (planes[i].testPoint(x - halfWidth, y - halfHeight, z + halfDepth) != PlaneSide.Back) continue;
if (planes[i].testPoint(x - halfWidth, y - halfHeight, z - halfDepth) != PlaneSide.Back) continue;
return false;
}
return true;
}
// /**
// * Calculates the pick ray for the given window coordinates. Assumes the window coordinate system has it's y downwards. The
// * returned Ray is a member of this instance so don't reuse it outside this class.
// *
// * @param screen_width The window width in pixels
// * @param screen_height The window height in pixels
// * @param mouse_x The window x-coordinate
// * @param mouse_y The window y-coordinate
// * @param pos The camera position
// * @param dir The camera direction, having unit length
// * @param up The camera up vector, having unit length
// * @return the picking ray.
// */
// public Ray calculatePickRay (float screen_width, float screen_height, float mouse_x, float mouse_y, Vector3 pos, Vector3 dir,
// Vector3 up) {
// float n_x = mouse_x - screen_width / 2.0f;
// float n_y = mouse_y - screen_height / 2.0f;
// n_x /= screen_width / 2.0f;
// n_y /= screen_height / 2.0f;
//
// Z.set(dir.tmp().mul(-1)).nor();
// X.set(up.tmp().crs(Z)).nor();
// Y.set(Z.tmp().crs(X)).nor();
// near_center.set(pos.tmp3().sub(Z.tmp2().mul(near)));
// Vector3 near_point = X.tmp3().mul(near_width).mul(n_x).add(Y.tmp2().mul(near_height).mul(n_y));
// near_point.add(near_center);
//
// return ray.set(near_point.tmp(), near_point.sub(pos).nor());
// }
// public static void main(String[] argv) {
// PerspectiveCamera camera = new PerspectiveCamera(45, 2, 2);
// // camera.rotate(90, 0, 1, 0);
// camera.update();
// System.out.println(camera.direction);
// System.out.println(Arrays.toString(camera.frustum.planes));
//
// OrthographicCamera camOrtho = new OrthographicCamera(2, 2);
// camOrtho.near = 1;
// // camOrtho.rotate(90, 1, 0, 0);
// camOrtho.update();
// System.out.println(camOrtho.direction);
// System.out.println(Arrays.toString(camOrtho.frustum.planes));
// }
}
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