/** * Copyright 2010-2023 JogAmp Community. All rights reserved. * * Redistribution and use in source and binary forms, with or without modification, are * permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright notice, this list of * conditions and the following disclaimer. * * 2. Redistributions in binary form must reproduce the above copyright notice, this list * of conditions and the following disclaimer in the documentation and/or other materials * provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY JogAmp Community ``AS IS'' AND ANY EXPRESS OR IMPLIED * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND * FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL JogAmp Community OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON * ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * * The views and conclusions contained in the software and documentation are those of the * authors and should not be interpreted as representing official policies, either expressed * or implied, of JogAmp Community. */ package com.jogamp.math.geom; import com.jogamp.math.FovHVHalves; import com.jogamp.math.Matrix4f; import com.jogamp.math.Vec3f; /** * Providing frustum {@link #getPlanes() planes} derived by different inputs * ({@link #updateFrustumPlanes(float[], int) P*MV}, ..) used to classify objects *
* Extracting the world-frustum planes from the P*Mv: *
* Fast Extraction of Viewing Frustum Planes from the World-View-Projection Matrix * Gil Gribb* Classifying Point, Sphere and AABBox: ** Klaus Hartmann * http://graphics.cs.ucf.edu/cap4720/fall2008/plane_extraction.pdf *
* Efficient View Frustum Culling * Daniel Sýkora** Josef Jelínek * http://www.cg.tuwien.ac.at/hostings/cescg/CESCG-2002/DSykoraJJelinek/index.html *
* Lighthouse3d.com * http://www.lighthouse3d.com/tutorials/view-frustum-culling/ ** * Fundamentals about Planes, Half-Spaces and Frustum-Culling:
* Planes and Half-Spaces, Max Wagner** http://www.emeyex.com/site/tuts/PlanesHalfSpaces.pdf *
* Frustum Culling, Max Wagner* */ public class Frustum { /** * {@link Frustum} description by {@link #fovhv} and {@link #zNear}, {@link #zFar}. */ public static class FovDesc { /** Field of view in both directions, may not be centered, either {@link FovHVHalves#inTangents} or radians. */ public final FovHVHalves fovhv; /** Near Z */ public final float zNear; /** Far Z */ public final float zFar; /** * @param fovhv field of view in both directions, may not be centered, either {@link FovHVHalves#inTangents} or radians * @param zNear * @param zFar * @throws IllegalArgumentException if {@code zNear <= 0} or {@code zFar <= zNear}. */ public FovDesc(final FovHVHalves fovhv, final float zNear, final float zFar) throws IllegalArgumentException { if( zNear <= 0.0f || zFar <= zNear ) { throw new IllegalArgumentException("Requirements zNear > 0 and zFar > zNear, but zNear "+zNear+", zFar "+zFar); } this.fovhv = fovhv; this.zNear = zNear; this.zFar = zFar; } @Override public final String toString() { return "FrustumFovDesc["+fovhv.toStringInDegrees()+", Z["+zNear+" - "+zFar+"]]"; } } /** Normalized planes[l, r, b, t, n, f] */ protected final Plane[] planes = new Plane[6]; /** * Creates an undefined instance w/o calculating the frustum. ** http://www.emeyex.com/site/tuts/FrustumCulling.pdf *
* Use one of the update(..)
methods to set the {@link #getPlanes() planes}.
*
* In order to work w/ {@link Frustum#isOutside(AABBox) isOutside(..)} methods, * the normals have to point to the inside of the frustum. *
*/ public static class Plane { /** Normal of the plane */ public final Vec3f n = new Vec3f(); /** Distance to origin */ public float d; /** * Return signed distance of plane to given point. ** Positive halfspace is where the plane’s normals vector points into. *
** Negative halfspace is the other side of the plane, i.e. *-1 *
**/ public final float distanceTo(final float x, final float y, final float z) { return n.x() * x + n.y() * y + n.z() * z + d; } /** Return distance of plane to given point, see {@link #distanceTo(float, float, float)}. */ public final float distanceTo(final Vec3f p) { return n.x() * p.x() + n.y() * p.y() + n.z() * p.z() + d; } @Override public String toString() { return "Plane[ [ " + n + " ], " + d + "]"; } } /** Index for left plane: {@value} */ public static final int LEFT = 0; /** Index for right plane: {@value} */ public static final int RIGHT = 1; /** Index for bottom plane: {@value} */ public static final int BOTTOM = 2; /** Index for top plane: {@value} */ public static final int TOP = 3; /** Index for near plane: {@value} */ public static final int NEAR = 4; /** Index for far plane: {@value} */ public static final int FAR = 5; /** * {@link Plane}s are ordered in the returned array as follows: ** {@link Plane}'s normals are pointing to the inside of the frustum * in order to work w/ {@link #isOutside(AABBox) isOutside(..)} methods. *
* * @return array of normalized {@link Plane}s, order see above. */ public final Plane[] getPlanes() { return planes; } /** * Copy the givensrc
planes into this this instance's planes.
* @param src the 6 source planes
*/
public final void updateByPlanes(final Plane[] src) {
for (int i = 0; i < 6; ++i) {
final Plane pD = planes[i];
final Plane pS = src[i];
pD.d = pS.d;
System.arraycopy(pS.n, 0, pD.n, 0, 3);
}
}
/**
* Calculate the frustum planes in world coordinates
* using the passed {@link FovDesc}.
* * Operation Details: *
* Frustum plane's normals will point to the inside of the viewing frustum, * as required by this class. *
* * @param m 4x4 matrix in column-major order (also result) * @param fovDesc {@link Frustum} {@link FovDesc} * @return given matrix for chaining * @see Matrix4f#setToPerspective(FovHVHalves, float, float) * @see Matrix4f#updateFrustumPlanes(Frustum) * @see Matrix4f#getFrustum(Frustum, FovDesc) */ public Matrix4f updateByFovDesc(final Matrix4f m, final FovDesc fovDesc) { m.setToPerspective(fovDesc.fovhv, fovDesc.zNear, fovDesc.zFar); m.updateFrustumPlanes(this); return m; } /** * Calculate the frustum planes in world coordinates * using the passed premultiplied P*MV (column major order) matrix. ** Frustum plane's normals will point to the inside of the viewing frustum, * as required by this class. *
*/ public void updateFrustumPlanes(final Matrix4f pmv) { pmv.updateFrustumPlanes(this); } private static final boolean isOutsideImpl(final Plane p, final AABBox box) { final Vec3f lo = box.getLow(); final Vec3f hi = box.getHigh(); if ( p.distanceTo(lo.x(), lo.y(), lo.z()) > 0.0f || p.distanceTo(hi.x(), lo.y(), lo.z()) > 0.0f || p.distanceTo(lo.x(), hi.y(), lo.z()) > 0.0f || p.distanceTo(hi.x(), hi.y(), lo.z()) > 0.0f || p.distanceTo(lo.x(), lo.y(), hi.z()) > 0.0f || p.distanceTo(hi.x(), lo.y(), hi.z()) > 0.0f || p.distanceTo(lo.x(), hi.y(), hi.z()) > 0.0f || p.distanceTo(hi.x(), hi.y(), hi.z()) > 0.0f ) { return false; } return true; } /** * Check to see if an axis aligned bounding box is completely outside of the frustum. ** Note: If method returns false, the box may only be partially inside. *
*/ public final boolean isAABBoxOutside(final AABBox box) { for (int i = 0; i < 6; ++i) { if ( isOutsideImpl(planes[i], box) ) { // fully outside return true; } } // We make no attempt to determine whether it's fully inside or not. return false; } public static enum Location { OUTSIDE, INSIDE, INTERSECT }; /** * Check to see if a point is outside, inside or on a plane of the frustum. * * @param p the point * @return {@link Location} of point related to frustum planes */ public final Location classifyPoint(final Vec3f p) { Location res = Location.INSIDE; for (int i = 0; i < 6; ++i) { final float d = planes[i].distanceTo(p); if ( d < 0.0f ) { return Location.OUTSIDE; } else if ( d == 0.0f ) { res = Location.INTERSECT; } } return res; } /** * Check to see if a point is outside of the frustum. * * @param p the point * @return true if outside of the frustum, otherwise inside or on a plane */ public final boolean isPointOutside(final Vec3f p) { return Location.OUTSIDE == classifyPoint(p); } /** * Check to see if a sphere is outside, intersecting or inside of the frustum. * * @param p center of the sphere * @param radius radius of the sphere * @return {@link Location} of point related to frustum planes */ public final Location classifySphere(final Vec3f p, final float radius) { Location res = Location.INSIDE; // fully inside for (int i = 0; i < 6; ++i) { final float d = planes[i].distanceTo(p); if ( d < -radius ) { // fully outside return Location.OUTSIDE; } else if (d < radius ) { // intersecting res = Location.INTERSECT; } } return res; } /** * Check to see if a sphere is outside of the frustum. * * @param p center of the sphere * @param radius radius of the sphere * @return true if outside of the frustum, otherwise inside or intersecting */ public final boolean isSphereOutside(final Vec3f p, final float radius) { return Location.OUTSIDE == classifySphere(p, radius); } public StringBuilder toString(StringBuilder sb) { if( null == sb ) { sb = new StringBuilder(); } sb.append("Frustum[Planes[").append(System.lineSeparator()) .append(" L: ").append(planes[0]).append(", ").append(System.lineSeparator()) .append(" R: ").append(planes[1]).append(", ").append(System.lineSeparator()) .append(" B: ").append(planes[2]).append(", ").append(System.lineSeparator()) .append(" T: ").append(planes[3]).append(", ").append(System.lineSeparator()) .append(" N: ").append(planes[4]).append(", ").append(System.lineSeparator()) .append(" F: ").append(planes[5]).append("], ").append(System.lineSeparator()) .append("]"); return sb; } @Override public String toString() { return toString(null).toString(); } }