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/**
* Copyright 2010-2024 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;
import com.jogamp.math.Vec4f;
/**
* Providing frustum {@link #getPlanes() planes} derived by different inputs
* ({@link #updateFrustumPlanes(float[], int) P*MV}, ..) used to classify objects
* <ul>
* <li> {@link #classifyPoint(Vec3f) point} </li>
* <li> {@link #classifySphere(Vec3f, float) sphere} </li>
* </ul>
* and to test whether they are outside
* <ul>
* <li> {@link #isOutside(Vec3f) point} </li>
* <li> {@link #isSphereOutside(Vec3f, float) sphere} </li>
* <li> {@link #isOutside(AABBox) bounding-box} </li>
* <li> {@link #isOutside(Cube) cube} </li>
* </ul>
*
* <p>
* Extracting the world-frustum planes from the P*Mv:
* <pre>
* Fast Extraction of Viewing Frustum Planes from the World-View-Projection Matrix
* Gil Gribb <ggribb@ravensoft.com>
* Klaus Hartmann <k_hartmann@osnabrueck.netsurf.de>
* http://graphics.cs.ucf.edu/cap4720/fall2008/plane_extraction.pdf
* </pre>
* Classifying Point, Sphere and AABBox:
* <pre>
* Efficient View Frustum Culling
* Daniel Sýkora <sykorad@fel.cvut.cz>
* Josef Jelínek <jelinej1@fel.cvut.cz>
* http://www.cg.tuwien.ac.at/hostings/cescg/CESCG-2002/DSykoraJJelinek/index.html
* </pre>
* <pre>
* Lighthouse3d.com
* http://www.lighthouse3d.com/tutorials/view-frustum-culling/
* </pre>
*
* Fundamentals about Planes, Half-Spaces and Frustum-Culling:<br/>
* <pre>
* Planes and Half-Spaces, Max Wagner <mwagner@digipen.edu>
* http://www.emeyex.com/site/tuts/PlanesHalfSpaces.pdf
* </pre>
* <pre>
* Frustum Culling, Max Wagner <mwagner@digipen.edu>
* http://www.emeyex.com/site/tuts/FrustumCulling.pdf
* </pre>
* </p>
*/
public final 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.
* <p>
* Use one of the <code>update(..)</code> methods to set the {@link #getPlanes() planes}.
* </p>
* @see #updateByPlanes(Plane[])
* @see #updateFrustumPlanes(float[], int)
*/
public Frustum() {
planes[LEFT ] = new Plane();
planes[RIGHT ] = new Plane();
planes[BOTTOM] = new Plane();
planes[TOP ] = new Plane();
planes[NEAR ] = new Plane();
planes[FAR ] = new Plane();
}
public Frustum(final Frustum o) {
planes[LEFT ] = new Plane(o.planes[LEFT]);
planes[RIGHT ] = new Plane(o.planes[RIGHT]);
planes[BOTTOM] = new Plane(o.planes[BOTTOM]);
planes[TOP ] = new Plane(o.planes[TOP]);
planes[NEAR ] = new Plane(o.planes[NEAR]);
planes[FAR ] = new Plane(o.planes[FAR]);
}
public Frustum set(final Frustum o) {
planes[LEFT ].set(o.planes[LEFT]);
planes[RIGHT ].set(o.planes[RIGHT]);
planes[BOTTOM].set(o.planes[BOTTOM]);
planes[TOP ].set(o.planes[TOP]);
planes[NEAR ].set(o.planes[NEAR]);
planes[FAR ].set(o.planes[FAR]);
return this;
}
/**
* Plane equation := dot(n, x - p) = 0 -> Ax + By + Cz + d == 0
* <p>
* In order to work w/ {@link Frustum#isOutside(AABBox) isOutside(..)} methods,
* the normals have to point to the inside of the frustum.
* </p>
*/
public static class Plane {
/** Normal of the plane */
public final Vec3f n;
/** Distance to origin */
public float d;
public Plane() {
n = new Vec3f();
d = 0f;
}
public Plane(final Plane o) {
n = new Vec3f(o.n);
d = o.d;
}
public Plane set(final Plane o) {
n.set(o.n);
d = o.d;
return this;
}
/**
* Setup of plane using 3 points. None of the three points are mutated.
* <p>
* Since this method may not properly define whether the normal points inside the frustum,
* consider using {@link #set(Vec3f, Vec3f)}.
* </p>
* @param p0 point on plane, used as the shared start-point for vec(p0->p1) and vec(p0->p2)
* @param p1 point on plane
* @param p2 point on plane
* @return this plane for chaining
*/
public Plane set(final Vec3f p0, final Vec3f p1, final Vec3f p2) {
final Vec3f v = p1.minus(p0);
final Vec3f u = p2.minus(p0);
n.cross(v, u).normalize();
d = n.copy().scale(-1).dot(p0);
return this;
}
/**
* Setup of plane using given normal and one point on plane. The given normal is mutated, the point not mutated.
* @param n normal to plane pointing to the inside of this frustum
* @param p0 point on plane, consider choosing the closest point to origin
* @return this plane for chaining
*/
public Plane set(final Vec3f n, final Vec3f p0) {
this.n.set(n);
d = n.scale(-1).dot(p0);
return this;
}
/** Sets the given {@link Vec4f} {@code out} to {@code ( n, d )}. Returns {@code out} for chaining. */
public Vec4f toVec4f(final Vec4f out) {
out.set(n, d);
return out;
}
/**
* Sets the given {@code [float[off]..float[off+4])} {@code out} to {@code ( n, d )}.
* @param out the {@code float[off+4]} output array
*/
public void toFloats(final float[/* off+4] */] out, final int off) {
out[off+0] = n.x();
out[off+1] = n.y();
out[off+2] = n.z();
out[off+3] = d;
}
/**
* Return signed distance of plane to given point.
* <ul>
* <li>If dist < 0 , then the point p lies in the negative halfspace.</li>
* <li>If dist = 0 , then the point p lies in the plane.</li>
* <li>If dist > 0 , then the point p lies in the positive halfspace.</li>
* </ul>
* A plane cuts 3D space into 2 half spaces.
* <p>
* Positive halfspace is where the plane’s normals vector points into.
* </p>
* <p>
* Negative halfspace is the <i>other side</i> of the plane, i.e. *-1
* </p>
**/
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.dot(p) + 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:
* <ul>
* <li>{@link #LEFT}</li>
* <li>{@link #RIGHT}</li>
* <li>{@link #BOTTOM}</li>
* <li>{@link #TOP}</li>
* <li>{@link #NEAR}</li>
* <li>{@link #FAR}</li>
* </ul>
* <p>
* {@link Plane}'s normals are pointing to the inside of the frustum
* in order to work w/ {@link #isOutside(AABBox) isOutside(..)} methods.
* </p>
*
* @return array of normalized {@link Plane}s, order see above.
*/
public final Plane[] getPlanes() { return planes; }
/**
* Sets each of the given {@link Vec4f}[6] {@code out} to {@link Plane#toVec4f(Vec4f)}
* in the order {@link #LEFT}, {@link #RIGHT}, {@link #BOTTOM}, {@link #TOP}, {@link #NEAR}, {@link #FAR}.
* @param out the {@link Vec4f}[6] output array
* @return {@code out} for chaining
*/
public Vec4f[] getPlanes(final Vec4f[] out) {
planes[LEFT ].toVec4f(out[0]);
planes[RIGHT ].toVec4f(out[1]);
planes[BOTTOM].toVec4f(out[2]);
planes[TOP ].toVec4f(out[3]);
planes[NEAR ].toVec4f(out[4]);
planes[FAR ].toVec4f(out[5]);
return out;
}
/** Sets the given {@code [float[off]..float[off+4*6])} {@code out} to {@code ( n, d )}. */
/**
* Sets each of the given {@code [float[off]..float[off+4*6])} {@code out} to {@link Plane#toFloats(float[], int)},
* i.e. [n.x, n.y, n.z, d, ...].
* <p>
* Plane order is as follows: {@link #LEFT}, {@link #RIGHT}, {@link #BOTTOM}, {@link #TOP}, {@link #NEAR}, {@link #FAR}.
* </p>
* @param out the {@code float[off+4*6]} output array
* @return {@code out} for chaining
*/
public void getPlanes(final float[/* off+4*6] */] out, final int off) {
planes[LEFT ].toFloats(out, off+4*0);
planes[RIGHT ].toFloats(out, off+4*1);
planes[BOTTOM].toFloats(out, off+4*2);
planes[TOP ].toFloats(out, off+4*3);
planes[NEAR ].toFloats(out, off+4*4);
planes[FAR ].toFloats(out, off+4*5);
}
/**
* Copy the given <code>src</code> 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}.
* <p>
* Operation Details:
* <ul>
* <li>The given {@link FovDesc} will be transformed
* into the given perspective matrix (column major order) first,
* see {@link Matrix4f#setToPerspective(FovHVHalves, float, float)}.</li>
* <li>Then the perspective matrix is used to {@link Matrix4f#getFrustum(Frustum)} this instance.</li>
* </ul>
* </p>
* <p>
* Frustum plane's normals will point to the inside of the viewing frustum,
* as required by this class.
* </p>
*
* @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#getFrustum(Frustum)
* @see Matrix4f#getFrustum(Frustum, FovDesc)
*/
public Matrix4f updateByFovDesc(final Matrix4f m, final FovDesc fovDesc) {
m.setToPerspective(fovDesc.fovhv, fovDesc.zNear, fovDesc.zFar);
setFromMat(m);
return m;
}
/**
* Calculate the frustum planes in world coordinates
* using the passed column major order matrix, usually a projection (P) or premultiplied P*MV matrix.
* <p>
* Frustum plane's normals will point to the inside of the viewing frustum,
* as required by this class.
* </p>
* @see Matrix4f#getFrustum(Frustum)
*/
public Frustum setFromMat(final Matrix4f pmv) {
return pmv.getFrustum(this);
}
/**
* Calculate the frustum planes using the given {@link Cube}.
* <p>
* One useful application is to {@link Cube#transform(Matrix4f) transform}
* an {@link AABBox}, see {@link Cube#Cube(AABBox)} from its object-space
* into model-view (Mv) and produce the {@link Frustum} planes using this method
* for CPU side object culling and GPU shader side fragment clipping.
* </p>
* <p>
* Frustum plane's normals will point to the inside of the viewing frustum,
* as required by this class.
* </p>
* @param c the {@link Cube} source
* @return this frustum for chaining
* @see Cube#updateFrustumPlanes(Frustum)
* @see Cube#Cube(AABBox)
* @see Cube#transform(Matrix4f)
*/
public Frustum updateFrustumPlanes(final Cube c) {
return c.updateFrustumPlanes(this);
}
private static final boolean intersects(final Plane p, final AABBox box) {
final Vec3f lo = box.getLow();
final Vec3f hi = box.getHigh();
return 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;
}
/**
* Returns whether the given {@link AABBox} is completely outside of this frustum.
* <p>
* Note: If method returns false, the box may only be partially inside, i.e. intersects with this frustum
* </p>
*/
public final boolean isOutside(final AABBox box) {
return !intersects(planes[0], box) ||
!intersects(planes[1], box) ||
!intersects(planes[2], box) ||
!intersects(planes[3], box) ||
!intersects(planes[4], box) ||
!intersects(planes[5], box);
}
private static final boolean intersects(final Plane p, final Cube c) {
return p.distanceTo(c.lbf) > 0.0f ||
p.distanceTo(c.rbf) > 0.0f ||
p.distanceTo(c.rtf) > 0.0f ||
p.distanceTo(c.ltf) > 0.0f ||
p.distanceTo(c.lbn) > 0.0f ||
p.distanceTo(c.rbn) > 0.0f ||
p.distanceTo(c.rtn) > 0.0f ||
p.distanceTo(c.ltn) > 0.0f;
}
/**
* Returns whether the given {@link Cube} is completely outside of this frustum.
* <p>
* Note: If method returns false, the box may only be partially inside, i.e. intersects with this frustum
* </p>
*/
public final boolean isOutside(final Cube c) {
return !intersects(planes[0], c) ||
!intersects(planes[1], c) ||
!intersects(planes[2], c) ||
!intersects(planes[3], c) ||
!intersects(planes[4], c) ||
!intersects(planes[5], c);
}
public static enum Location { OUTSIDE, INSIDE, INTERSECT };
/**
* Classifies the given {@link Vec3f} point whether it is outside, inside or on a plane of this 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;
}
/**
* Returns whether the given {@link Vec3f} point is completely outside of this frustum.
*
* @param p the point
* @return true if outside of the frustum, otherwise inside or on a plane
*/
public final boolean isOutside(final Vec3f p) {
return planes[0].distanceTo(p) < 0.0f ||
planes[1].distanceTo(p) < 0.0f ||
planes[2].distanceTo(p) < 0.0f ||
planes[3].distanceTo(p) < 0.0f ||
planes[4].distanceTo(p) < 0.0f ||
planes[5].distanceTo(p) < 0.0f;
}
/**
* Classifies the given sphere whether it is is outside, intersecting or inside of this 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;
}
/**
* Returns whether the given sphere is completely outside of this 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();
}
}
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