/* * This program source code file is part of KiCad, a free EDA CAD application. * * Copyright (C) 2015-2017 Mario Luzeiro * Copyright (C) 1992-2017 KiCad Developers, see AUTHORS.txt for contributors. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, you may find one here: * http://www.gnu.org/licenses/old-licenses/gpl-2.0.html * or you may search the http://www.gnu.org website for the version 2 license, * or you may write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA */ /** * @file cfrustum.cpp * @brief */ #include "cfrustum.h" // !TODO: optimize wih SSE //#if(GLM_ARCH != GLM_ARCH_PURE) #if 0 #error not implemented #else #endif void CFRUSTUM::GenerateFrustum( const RAY &topLeft, const RAY &topRight, const RAY &bottomLeft, const RAY &bottomRight ) { m_point[0] = topLeft.m_Origin; m_point[1] = topRight.m_Origin; m_point[2] = bottomLeft.m_Origin; m_point[3] = topLeft.m_Origin; m_normals[0] = glm::cross( topRight.m_Dir, topLeft.m_Dir ); // TOP m_normals[1] = glm::cross( bottomRight.m_Dir, topRight.m_Dir ); // RIGHT m_normals[2] = glm::cross( bottomLeft.m_Dir, bottomRight.m_Dir ); // BOTTOM m_normals[3] = glm::cross( topLeft.m_Dir, bottomLeft.m_Dir ); // LEFT } // There are multiple implementation of this algorithm on the web, // this one was based on the one find in: // https://github.com/nslo/raytracer/blob/2c2e0ff4bbb6082e07804ec7cf0b92673b98dcb1/src/raytracer/geom_utils.cpp#L66 // by Nathan Slobody and Adam Wright // The frustum test is not exllude all the boxes, // when a box is behind and if it is intersecting the planes it will not be discardly but should. bool CFRUSTUM::Intersect( const CBBOX &aBBox ) const { const SFVEC3F box[8] = { aBBox.Min(), aBBox.Max(), SFVEC3F(aBBox.Min().x, aBBox.Min().y, aBBox.Max().z), SFVEC3F(aBBox.Min().x, aBBox.Max().y, aBBox.Min().z), SFVEC3F(aBBox.Min().x, aBBox.Max().y, aBBox.Max().z), SFVEC3F(aBBox.Max().x, aBBox.Min().y, aBBox.Min().z), SFVEC3F(aBBox.Max().x, aBBox.Min().y, aBBox.Max().z), SFVEC3F(aBBox.Max().x, aBBox.Max().y, aBBox.Min().z) }; // test each plane of frustum individually; if the point is on the wrong // side of the plane, the box is outside the frustum and we can exit int out_side = 0; for( unsigned int i = 0; i < 4; ++i ) { const SFVEC3F &pointPlane = m_point[i]; const SFVEC3F &normalPlane = m_normals[i]; for( unsigned int j = 0; j < 8; ++j ) { const SFVEC3F OP = pointPlane - box[j]; const float dot = glm::dot( OP, normalPlane ); if( dot < FLT_EPSILON ) { out_side++; break; } } } if( out_side == 4 ) return true; return false; }