Files
2013-05-08 20:42:17 +08:00

232 lines
11 KiB
C#

#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(99999, 99999, 99999);
Vector3 Max = new Vector3(-99999, -99999, -99999);
float R = 0f;
public Vector3 ScaledMin = new Vector3(99999, 99999, 99999);
public Vector3 ScaledMax = new Vector3(-99999, -99999, -99999);
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
//}
}
}