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10/28/2024 06:50:42 AM
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Iex.h
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IexBaseExc.h
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IexErrnoExc.h
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IexExport.h
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IexForward.h
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IexMacros.h
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IexMathExc.h
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IexMathFloatExc.h
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IexMathFpu.h
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IexMathIeeeExc.h
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IexNamespace.h
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IexThrowErrnoExc.h
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IlmBaseConfig.h
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IlmThread.h
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IlmThreadExport.h
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IlmThreadForward.h
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IlmThreadMutex.h
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IlmThreadNamespace.h
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IlmThreadPool.h
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IlmThreadSemaphore.h
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ImathBox.h
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ImathBoxAlgo.h
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ImathColor.h
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ImathColorAlgo.h
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ImathEuler.h
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ImathExc.h
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ImathExport.h
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ImathForward.h
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ImathFrame.h
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ImathFrustum.h
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ImathFrustumTest.h
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ImathFun.h
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ImathGL.h
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ImathGLU.h
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ImathHalfLimits.h
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ImathInt64.h
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ImathInterval.h
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ImathLimits.h
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ImathLine.h
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ImathLineAlgo.h
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ImathMath.h
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ImathMatrix.h
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ImathMatrixAlgo.h
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ImathNamespace.h
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ImathPlane.h
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ImathPlatform.h
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ImathQuat.h
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ImathRandom.h
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ImathRoots.h
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ImathShear.h
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ImathSphere.h
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ImathVec.h
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ImathVecAlgo.h
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ImfAcesFile.h
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ImfArray.h
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ImfAttribute.h
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ImfB44Compressor.h
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ImfBoxAttribute.h
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ImfCRgbaFile.h
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ImfChannelList.h
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ImfChannelListAttribute.h
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ImfChromaticities.h
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ImfChromaticitiesAttribute.h
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ImfCompositeDeepScanLine.h
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ImfCompression.h
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ImfCompressionAttribute.h
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ImfConvert.h
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ImfDeepCompositing.h
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ImfDeepFrameBuffer.h
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ImfDeepImageState.h
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ImfDeepImageStateAttribute.h
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ImfDeepScanLineInputFile.h
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ImfDeepScanLineInputPart.h
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ImfDeepScanLineOutputFile.h
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ImfDeepScanLineOutputPart.h
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ImfDeepTiledInputFile.h
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ImfDeepTiledInputPart.h
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ImfDeepTiledOutputFile.h
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ImfDeepTiledOutputPart.h
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ImfDoubleAttribute.h
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ImfEnvmap.h
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ImfEnvmapAttribute.h
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ImfExport.h
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ImfFloatAttribute.h
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ImfForward.h
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ImfFrameBuffer.h
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ImfFramesPerSecond.h
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ImfGenericInputFile.h
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ImfGenericOutputFile.h
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ImfHeader.h
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ImfHuf.h
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ImfIO.h
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ImfInputFile.h
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ImfInputPart.h
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ImfInt64.h
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ImfIntAttribute.h
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ImfKeyCode.h
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ImfKeyCodeAttribute.h
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ImfLineOrder.h
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ImfLineOrderAttribute.h
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ImfLut.h
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ImfMatrixAttribute.h
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ImfMisc.h
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ImfMultiPartInputFile.h
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ImfMultiPartOutputFile.h
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ImfMultiView.h
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ImfName.h
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ImfNamespace.h
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ImfOpaqueAttribute.h
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ImfOutputFile.h
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ImfOutputPart.h
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ImfPartHelper.h
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ImfPartType.h
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ImfPixelType.h
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ImfPreviewImage.h
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ImfPreviewImageAttribute.h
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ImfRational.h
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ImfRationalAttribute.h
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ImfRgba.h
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ImfRgbaFile.h
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ImfRgbaYca.h
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ImfStandardAttributes.h
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ImfStringAttribute.h
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ImfStringVectorAttribute.h
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ImfTestFile.h
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ImfThreading.h
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ImfTileDescription.h
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ImfTileDescriptionAttribute.h
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ImfTiledInputFile.h
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ImfTiledInputPart.h
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ImfTiledOutputFile.h
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ImfTiledOutputPart.h
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ImfTiledRgbaFile.h
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ImfTimeCode.h
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ImfTimeCodeAttribute.h
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ImfVecAttribute.h
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ImfVersion.h
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ImfWav.h
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ImfXdr.h
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OpenEXRConfig.h
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half.h
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halfExport.h
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halfFunction.h
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halfLimits.h
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Editing: ImathFrustumTest.h
Close
/////////////////////////////////////////////////////////////////////////// // // Copyright (c) 2011-2012, Industrial Light & Magic, a division of Lucas // Digital Ltd. LLC // // All rights reserved. // // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions are // met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * 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. // * Neither the name of Industrial Light & Magic nor the names of // its contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS // "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 THE COPYRIGHT // OWNER 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. // /////////////////////////////////////////////////////////////////////////// #ifndef INCLUDED_IMATHFRUSTUMTEST_H #define INCLUDED_IMATHFRUSTUMTEST_H //------------------------------------------------------------------------- // // This file contains algorithms applied to or in conjunction with // Frustum visibility testing (Imath::Frustum). // // Methods for frustum-based rejection of primitives are contained here. // //------------------------------------------------------------------------- #include "ImathFrustum.h" #include "ImathBox.h" #include "ImathSphere.h" #include "ImathMatrix.h" #include "ImathVec.h" #include "ImathNamespace.h" IMATH_INTERNAL_NAMESPACE_HEADER_ENTER ///////////////////////////////////////////////////////////////// // FrustumTest // // template class FrustumTest<T> // // This is a helper class, designed to accelerate the case // where many tests are made against the same frustum. // That's a really common case. // // The acceleration is achieved by pre-computing the planes of // the frustum, along with the ablsolute values of the plane normals. // ////////////////////////////////////////////////////////////////// // How to use this // // Given that you already have: // Imath::Frustum myFrustum // Imath::Matrix44 myCameraWorldMatrix // // First, make a frustum test object: // FrustumTest myFrustumTest(myFrustum, myCameraWorldMatrix) // // Whenever the camera or frustum changes, call: // myFrustumTest.setFrustum(myFrustum, myCameraWorldMatrix) // // For each object you want to test for visibility, call: // myFrustumTest.isVisible(myBox) // myFrustumTest.isVisible(mySphere) // myFrustumTest.isVisible(myVec3) // myFrustumTest.completelyContains(myBox) // myFrustumTest.completelyContains(mySphere) // ////////////////////////////////////////////////////////////////// // Explanation of how it works // // // We store six world-space Frustum planes (nx, ny, nz, offset) // // Points: To test a Vec3 for visibility, test it against each plane // using the normal (v dot n - offset) method. (the result is exact) // // BBoxes: To test an axis-aligned bbox, test the center against each plane // using the normal (v dot n - offset) method, but offset by the // box extents dot the abs of the plane normal. (the result is NOT // exact, but will not return false-negatives.) // // Spheres: To test a sphere, test the center against each plane // using the normal (v dot n - offset) method, but offset by the // sphere's radius. (the result is NOT exact, but will not return // false-negatives.) // // // SPECIAL NOTE: "Where are the dot products?" // Actual dot products are currently slow for most SIMD architectures. // In order to keep this code optimization-ready, the dot products // are all performed using vector adds and multipies. // // In order to do this, the plane equations are stored in "transpose" // form, with the X components grouped into an X vector, etc. // template <class T> class FrustumTest { public: FrustumTest() { Frustum<T> frust; Matrix44<T> cameraMat; cameraMat.makeIdentity(); setFrustum(frust, cameraMat); } FrustumTest(const Frustum<T> &frustum, const Matrix44<T> &cameraMat) { setFrustum(frustum, cameraMat); } //////////////////////////////////////////////////////////////////// // setFrustum() // This updates the frustum test with a new frustum and matrix. // This should usually be called just once per frame. void setFrustum(const Frustum<T> &frustum, const Matrix44<T> &cameraMat); //////////////////////////////////////////////////////////////////// // isVisible() // Check to see if shapes are visible. bool isVisible(const Sphere3<T> &sphere) const; bool isVisible(const Box<Vec3<T> > &box) const; bool isVisible(const Vec3<T> &vec) const; //////////////////////////////////////////////////////////////////// // completelyContains() // Check to see if shapes are entirely contained. bool completelyContains(const Sphere3<T> &sphere) const; bool completelyContains(const Box<Vec3<T> > &box) const; // These next items are kept primarily for debugging tools. // It's useful for drawing the culling environment, and also // for getting an "outside view" of the culling frustum. IMATH_INTERNAL_NAMESPACE::Matrix44<T> cameraMat() const {return cameraMatrix;} IMATH_INTERNAL_NAMESPACE::Frustum<T> currentFrustum() const {return currFrustum;} protected: // To understand why the planes are stored this way, see // the SPECIAL NOTE above. Vec3<T> planeNormX[2]; // The X compunents from 6 plane equations Vec3<T> planeNormY[2]; // The Y compunents from 6 plane equations Vec3<T> planeNormZ[2]; // The Z compunents from 6 plane equations Vec3<T> planeOffsetVec[2]; // The distance offsets from 6 plane equations // The absolute values are stored to assist with bounding box tests. Vec3<T> planeNormAbsX[2]; // The abs(X) compunents from 6 plane equations Vec3<T> planeNormAbsY[2]; // The abs(X) compunents from 6 plane equations Vec3<T> planeNormAbsZ[2]; // The abs(X) compunents from 6 plane equations // These are kept primarily for debugging tools. Frustum<T> currFrustum; Matrix44<T> cameraMatrix; }; //////////////////////////////////////////////////////////////////// // setFrustum() // This should usually only be called once per frame, or however // often the camera moves. template<class T> void FrustumTest<T>::setFrustum(const Frustum<T> &frustum, const Matrix44<T> &cameraMat) { Plane3<T> frustumPlanes[6]; frustum.planes(frustumPlanes, cameraMat); // Here's where we effectively transpose the plane equations. // We stuff all six X's into the two planeNormX vectors, etc. for (int i = 0; i < 2; ++i) { int index = i * 3; planeNormX[i] = Vec3<T>(frustumPlanes[index + 0].normal.x, frustumPlanes[index + 1].normal.x, frustumPlanes[index + 2].normal.x); planeNormY[i] = Vec3<T>(frustumPlanes[index + 0].normal.y, frustumPlanes[index + 1].normal.y, frustumPlanes[index + 2].normal.y); planeNormZ[i] = Vec3<T>(frustumPlanes[index + 0].normal.z, frustumPlanes[index + 1].normal.z, frustumPlanes[index + 2].normal.z); planeNormAbsX[i] = Vec3<T>(IMATH_INTERNAL_NAMESPACE::abs(planeNormX[i].x), IMATH_INTERNAL_NAMESPACE::abs(planeNormX[i].y), IMATH_INTERNAL_NAMESPACE::abs(planeNormX[i].z)); planeNormAbsY[i] = Vec3<T>(IMATH_INTERNAL_NAMESPACE::abs(planeNormY[i].x), IMATH_INTERNAL_NAMESPACE::abs(planeNormY[i].y), IMATH_INTERNAL_NAMESPACE::abs(planeNormY[i].z)); planeNormAbsZ[i] = Vec3<T>(IMATH_INTERNAL_NAMESPACE::abs(planeNormZ[i].x), IMATH_INTERNAL_NAMESPACE::abs(planeNormZ[i].y), IMATH_INTERNAL_NAMESPACE::abs(planeNormZ[i].z)); planeOffsetVec[i] = Vec3<T>(frustumPlanes[index + 0].distance, frustumPlanes[index + 1].distance, frustumPlanes[index + 2].distance); } currFrustum = frustum; cameraMatrix = cameraMat; } //////////////////////////////////////////////////////////////////// // isVisible(Sphere) // Returns true if any part of the sphere is inside // the frustum. // The result MAY return close false-positives, but not false-negatives. // template<typename T> bool FrustumTest<T>::isVisible(const Sphere3<T> &sphere) const { Vec3<T> center = sphere.center; Vec3<T> radiusVec = Vec3<T>(sphere.radius, sphere.radius, sphere.radius); // This is a vertical dot-product on three vectors at once. Vec3<T> d0 = planeNormX[0] * center.x + planeNormY[0] * center.y + planeNormZ[0] * center.z - radiusVec - planeOffsetVec[0]; if (d0.x >= 0 || d0.y >= 0 || d0.z >= 0) return false; Vec3<T> d1 = planeNormX[1] * center.x + planeNormY[1] * center.y + planeNormZ[1] * center.z - radiusVec - planeOffsetVec[1]; if (d1.x >= 0 || d1.y >= 0 || d1.z >= 0) return false; return true; } //////////////////////////////////////////////////////////////////// // completelyContains(Sphere) // Returns true if every part of the sphere is inside // the frustum. // The result MAY return close false-negatives, but not false-positives. // template<typename T> bool FrustumTest<T>::completelyContains(const Sphere3<T> &sphere) const { Vec3<T> center = sphere.center; Vec3<T> radiusVec = Vec3<T>(sphere.radius, sphere.radius, sphere.radius); // This is a vertical dot-product on three vectors at once. Vec3<T> d0 = planeNormX[0] * center.x + planeNormY[0] * center.y + planeNormZ[0] * center.z + radiusVec - planeOffsetVec[0]; if (d0.x >= 0 || d0.y >= 0 || d0.z >= 0) return false; Vec3<T> d1 = planeNormX[1] * center.x + planeNormY[1] * center.y + planeNormZ[1] * center.z + radiusVec - planeOffsetVec[1]; if (d1.x >= 0 || d1.y >= 0 || d1.z >= 0) return false; return true; } //////////////////////////////////////////////////////////////////// // isVisible(Box) // Returns true if any part of the axis-aligned box // is inside the frustum. // The result MAY return close false-positives, but not false-negatives. // template<typename T> bool FrustumTest<T>::isVisible(const Box<Vec3<T> > &box) const { if (box.isEmpty()) return false; Vec3<T> center = (box.min + box.max) / 2; Vec3<T> extent = (box.max - center); // This is a vertical dot-product on three vectors at once. Vec3<T> d0 = planeNormX[0] * center.x + planeNormY[0] * center.y + planeNormZ[0] * center.z - planeNormAbsX[0] * extent.x - planeNormAbsY[0] * extent.y - planeNormAbsZ[0] * extent.z - planeOffsetVec[0]; if (d0.x >= 0 || d0.y >= 0 || d0.z >= 0) return false; Vec3<T> d1 = planeNormX[1] * center.x + planeNormY[1] * center.y + planeNormZ[1] * center.z - planeNormAbsX[1] * extent.x - planeNormAbsY[1] * extent.y - planeNormAbsZ[1] * extent.z - planeOffsetVec[1]; if (d1.x >= 0 || d1.y >= 0 || d1.z >= 0) return false; return true; } //////////////////////////////////////////////////////////////////// // completelyContains(Box) // Returns true if every part of the axis-aligned box // is inside the frustum. // The result MAY return close false-negatives, but not false-positives. // template<typename T> bool FrustumTest<T>::completelyContains(const Box<Vec3<T> > &box) const { if (box.isEmpty()) return false; Vec3<T> center = (box.min + box.max) / 2; Vec3<T> extent = (box.max - center); // This is a vertical dot-product on three vectors at once. Vec3<T> d0 = planeNormX[0] * center.x + planeNormY[0] * center.y + planeNormZ[0] * center.z + planeNormAbsX[0] * extent.x + planeNormAbsY[0] * extent.y + planeNormAbsZ[0] * extent.z - planeOffsetVec[0]; if (d0.x >= 0 || d0.y >= 0 || d0.z >= 0) return false; Vec3<T> d1 = planeNormX[1] * center.x + planeNormY[1] * center.y + planeNormZ[1] * center.z + planeNormAbsX[1] * extent.x + planeNormAbsY[1] * extent.y + planeNormAbsZ[1] * extent.z - planeOffsetVec[1]; if (d1.x >= 0 || d1.y >= 0 || d1.z >= 0) return false; return true; } //////////////////////////////////////////////////////////////////// // isVisible(Vec3) // Returns true if the point is inside the frustum. // template<typename T> bool FrustumTest<T>::isVisible(const Vec3<T> &vec) const { // This is a vertical dot-product on three vectors at once. Vec3<T> d0 = (planeNormX[0] * vec.x) + (planeNormY[0] * vec.y) + (planeNormZ[0] * vec.z) - planeOffsetVec[0]; if (d0.x >= 0 || d0.y >= 0 || d0.z >= 0) return false; Vec3<T> d1 = (planeNormX[1] * vec.x) + (planeNormY[1] * vec.y) + (planeNormZ[1] * vec.z) - planeOffsetVec[1]; if (d1.x >= 0 || d1.y >= 0 || d1.z >= 0) return false; return true; } typedef FrustumTest<float> FrustumTestf; typedef FrustumTest<double> FrustumTestd; IMATH_INTERNAL_NAMESPACE_HEADER_EXIT #endif // INCLUDED_IMATHFRUSTUMTEST_H