101 lines
3.6 KiB
C++
101 lines
3.6 KiB
C++
/*
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* This program source code file is part of KiCad, a free EDA CAD application.
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*
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* Copyright (C) 2015-2017 Mario Luzeiro <mrluzeiro@ua.pt>
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* Copyright (C) 1992-2020 KiCad Developers, see AUTHORS.txt for contributors.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, you may find one here:
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* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
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* or you may search the http://www.gnu.org website for the version 2 license,
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* or you may write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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/**
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* @file frustum.cpp
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*/
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#include "frustum.h"
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// !TODO: optimize wih SSE
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//#if(GLM_ARCH != GLM_ARCH_PURE)
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#if 0
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#error not implemented
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#else
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#endif
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void FRUSTUM::GenerateFrustum( const RAY& topLeft, const RAY& topRight, const RAY& bottomLeft,
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const RAY& bottomRight )
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{
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m_point[0] = topLeft.m_Origin;
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m_point[1] = topRight.m_Origin;
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m_point[2] = bottomLeft.m_Origin;
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m_point[3] = topLeft.m_Origin;
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m_normals[0] = glm::cross( topRight.m_Dir, topLeft.m_Dir ); // TOP
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m_normals[1] = glm::cross( bottomRight.m_Dir, topRight.m_Dir ); // RIGHT
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m_normals[2] = glm::cross( bottomLeft.m_Dir, bottomRight.m_Dir ); // BOTTOM
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m_normals[3] = glm::cross( topLeft.m_Dir, bottomLeft.m_Dir ); // LEFT
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}
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// There are multiple implementation of this algorithm on the web,
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// this one was based on the one find in:
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// https://github.com/nslo/raytracer/blob/2c2e0ff4bbb6082e07804ec7cf0b92673b98dcb1/src/raytracer/geom_utils.cpp#L66
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// by Nathan Slobody and Adam Wright
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// The frustum test is not exllude all the boxes,
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// when a box is behind and if it is intersecting the planes it will not be discardly but should.
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bool FRUSTUM::Intersect( const BBOX_3D& aBBox ) const
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{
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const SFVEC3F box[8] = { aBBox.Min(),
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aBBox.Max(),
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SFVEC3F(aBBox.Min().x, aBBox.Min().y, aBBox.Max().z),
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SFVEC3F(aBBox.Min().x, aBBox.Max().y, aBBox.Min().z),
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SFVEC3F(aBBox.Min().x, aBBox.Max().y, aBBox.Max().z),
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SFVEC3F(aBBox.Max().x, aBBox.Min().y, aBBox.Min().z),
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SFVEC3F(aBBox.Max().x, aBBox.Min().y, aBBox.Max().z),
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SFVEC3F(aBBox.Max().x, aBBox.Max().y, aBBox.Min().z) };
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// test each plane of frustum individually; if the point is on the wrong
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// side of the plane, the box is outside the frustum and we can exit
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int out_side = 0;
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for( unsigned int i = 0; i < 4; ++i )
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{
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const SFVEC3F& pointPlane = m_point[i];
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const SFVEC3F& normalPlane = m_normals[i];
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for( unsigned int j = 0; j < 8; ++j )
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{
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const SFVEC3F OP = pointPlane - box[j];
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const float dot = glm::dot( OP, normalPlane );
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if( dot < FLT_EPSILON )
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{
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out_side++;
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break;
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}
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}
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}
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if( out_side == 4 )
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return true;
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return false;
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}
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