anx.framework/ANX.Framework/BoundingFrustum.cs

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#region Using Statements
using System;
using ANX.Framework.NonXNA.Development;
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#endregion // Using Statements
// This file is part of the ANX.Framework created by the
// "ANX.Framework developer group" and released under the Ms-PL license.
// For details see: http://anxframework.codeplex.com/license
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namespace ANX.Framework
{
[PercentageComplete(100)]
[TestState(TestStateAttribute.TestState.InProgress)]
[Developer("xToast, Glatzemann")]
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public class BoundingFrustum : IEquatable<BoundingFrustum>
{
#region fields
public const int CornerCount = 8;
private Vector3[] corners;
private Plane[] planes = new Plane[6];
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private Matrix matrix;
private enum PlanePosition : int
{
Near = 0,
Far = 1,
Left = 2,
Right = 3,
Top = 4,
Bottom = 5,
}
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#endregion
#region constructors
public BoundingFrustum(Matrix value)
{
this.matrix = value;
CreatePlanes();
CreateCorners();
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}
#endregion
#region public methods
public ContainmentType Contains(BoundingBox box)
{
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ContainmentType result;
Contains(ref box, out result);
return result;
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}
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public void Contains(ref BoundingBox box, out ContainmentType result)
{
bool flag = false;
Plane[] array = this.planes;
for (int i = 0; i < array.Length; i++)
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{
Plane plane = array[i];
PlaneIntersectionType planeIntersectionType = box.Intersects(plane);
if (planeIntersectionType == PlaneIntersectionType.Front)
{
result = ContainmentType.Disjoint;
return;
}
if (planeIntersectionType == PlaneIntersectionType.Intersecting)
{
flag = true;
}
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}
if (!flag)
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{
result = ContainmentType.Contains;
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return;
}
result = ContainmentType.Intersects;
}
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public ContainmentType Contains(BoundingFrustum frustum)
{
if (frustum == null)
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{
throw new ArgumentNullException("frustum");
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}
ContainmentType result = ContainmentType.Disjoint;
if (this.Intersects(frustum))
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{
result = ContainmentType.Contains;
for (int i = 0; i < this.corners.Length; i++)
{
if (this.Contains(frustum.corners[i]) == ContainmentType.Disjoint)
{
result = ContainmentType.Intersects;
break;
}
}
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}
return result;
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}
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public ContainmentType Contains(BoundingSphere sphere)
{
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ContainmentType result;
Contains(ref sphere, out result);
return result;
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}
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public void Contains(ref BoundingSphere sphere, out ContainmentType result)
{
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Vector3 center = sphere.Center;
result = ContainmentType.Contains;
float distance = Bottom.Normal.X * center.X + Bottom.Normal.Y * center.Y + Bottom.Normal.Z * center.Z + Bottom.D;
if (distance > sphere.Radius)
{
result = ContainmentType.Disjoint;
return;
}
else if (distance > -sphere.Radius)
{
result = ContainmentType.Intersects;
}
distance = Top.Normal.X * center.X + Top.Normal.Y * center.Y + Top.Normal.Z * center.Z + Top.D;
if (distance > sphere.Radius)
{
result = ContainmentType.Disjoint;
return;
}
else if (distance > -sphere.Radius)
{
result = ContainmentType.Intersects;
}
distance = Left.Normal.X * center.X + Left.Normal.Y * center.Y + Left.Normal.Z * center.Z + Left.D;
if (distance > sphere.Radius)
{
result = ContainmentType.Disjoint;
return;
}
else if (distance > -sphere.Radius)
{
result = ContainmentType.Intersects;
}
distance = Right.Normal.X * center.X + Right.Normal.Y * center.Y + Right.Normal.Z * center.Z + Right.D;
if (distance > sphere.Radius)
{
result = ContainmentType.Disjoint;
return;
}
else if (distance > -sphere.Radius)
{
result = ContainmentType.Intersects;
}
distance = Near.Normal.X * center.X + Near.Normal.Y * center.Y + Near.Normal.Z * center.Z + Near.D;
if (distance > sphere.Radius)
{
result = ContainmentType.Disjoint;
return;
}
else if (distance > -sphere.Radius)
{
result = ContainmentType.Intersects;
}
distance = Far.Normal.X * center.X + Far.Normal.Y * center.Y + Far.Normal.Z * center.Z + Far.D;
if (distance > sphere.Radius)
{
result = ContainmentType.Disjoint;
return;
}
else if (distance > -sphere.Radius)
{
result = ContainmentType.Intersects;
}
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}
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public ContainmentType Contains(Vector3 point)
{
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ContainmentType result;
Contains(ref point, out result);
return result;
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}
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public void Contains(ref Vector3 point, out ContainmentType result)
{
result = ContainmentType.Contains;
Plane plane = Bottom;
Vector3 normal = plane.Normal;
float planeDistance = plane.D;
float tempDist;
Vector3.Dot(ref normal, ref point, out tempDist);
float distance = tempDist - planeDistance;
if (distance < 0)
{
result = ContainmentType.Disjoint;
return;
}
else if (distance == 0)
{
result = ContainmentType.Intersects;
}
plane = Top;
normal = plane.Normal;
planeDistance = plane.D;
Vector3.Dot(ref normal, ref point, out tempDist);
distance = tempDist - planeDistance;
if (distance < 0)
{
result = ContainmentType.Disjoint;
return;
}
else if (distance == 0)
{
result = ContainmentType.Intersects;
}
plane = Left;
normal = plane.Normal;
planeDistance = plane.D;
Vector3.Dot(ref normal, ref point, out tempDist);
distance = tempDist - planeDistance;
if (distance < 0)
{
result = ContainmentType.Disjoint;
return;
}
else if (distance == 0)
{
result = ContainmentType.Intersects;
}
plane = Right;
normal = plane.Normal;
planeDistance = plane.D;
Vector3.Dot(ref normal, ref point, out tempDist);
distance = tempDist - planeDistance;
if (distance < 0)
{
result = ContainmentType.Disjoint;
return;
}
else if (distance == 0)
{
result = ContainmentType.Intersects;
}
plane = Near;
normal = plane.Normal;
planeDistance = plane.D;
Vector3.Dot(ref normal, ref point, out tempDist);
distance = tempDist - planeDistance;
if (distance < 0)
{
result = ContainmentType.Disjoint;
return;
}
else if (distance == 0)
{
result = ContainmentType.Intersects;
}
plane = Far;
normal = plane.Normal;
planeDistance = plane.D;
Vector3.Dot(ref normal, ref point, out tempDist);
distance = tempDist - planeDistance;
if (distance < 0)
{
result = ContainmentType.Disjoint;
return;
}
else if (distance == 0)
{
result = ContainmentType.Intersects;
}
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}
public Vector3[] GetCorners()
{
return this.corners;
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}
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public void GetCorners(Vector3[] corners)
{
if (corners == null)
{
throw new ArgumentNullException("corners");
}
if (corners.Length < 8)
{
throw new ArgumentOutOfRangeException("corners", "The array to be filled with corner vertices needs at least have a length of 8 Vector3");
}
this.corners.CopyTo(corners, 0);
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}
public override int GetHashCode()
{
return this.matrix.GetHashCode();
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}
public bool Intersects(BoundingBox box)
{
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bool result;
Intersects(ref box, out result);
return result;
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}
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public void Intersects(ref BoundingBox box, out bool result)
{
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Vector3[] boxCorners = box.GetCorners();
result = true;
Plane plane = Bottom;
Vector3 normal = plane.Normal;
//Vector3.Negate(ref normal, out normal);
float planeDistance = plane.D;
Vector3 vertex = box.Min;
if (normal.X >= 0)
vertex.X = box.Max.X;
if (normal.Y >= 0)
vertex.Y = box.Max.Y;
if (normal.Z < 0)
vertex.Z = box.Max.Z;
float tempDist;
Vector3.Dot(ref normal, ref vertex, out tempDist);
float distance = tempDist - planeDistance;
if (distance < 0)
{
result = false;
return;
}
plane = Top;
normal = plane.Normal;
//Vector3.Negate(ref normal, out normal);
planeDistance = plane.D;
vertex = box.Min;
if (normal.X >= 0)
vertex.X = box.Max.X;
if (normal.Y >= 0)
vertex.Y = box.Max.Y;
if (normal.Z < 0)
vertex.Z = box.Max.Z;
Vector3.Dot(ref normal, ref vertex, out tempDist);
distance = tempDist - planeDistance;
if (distance < 0)
{
result = false;
return;
}
plane = Left;
normal = plane.Normal;
//Vector3.Negate(ref normal, out normal);
planeDistance = plane.D;
vertex = box.Min;
if (normal.X >= 0)
vertex.X = box.Max.X;
if (normal.Y >= 0)
vertex.Y = box.Max.Y;
if (normal.Z < 0)
vertex.Z = box.Max.Z;
Vector3.Dot(ref normal, ref vertex, out tempDist);
distance = tempDist - planeDistance;
if (distance < 0)
{
result = false;
return;
}
plane = Right;
normal = plane.Normal;
//Vector3.Negate(ref normal, out normal);
planeDistance = plane.D;
vertex = box.Min;
if (normal.X >= 0)
vertex.X = box.Max.X;
if (normal.Y >= 0)
vertex.Y = box.Max.Y;
if (normal.Z < 0)
vertex.Z = box.Max.Z;
Vector3.Dot(ref normal, ref vertex, out tempDist);
distance = tempDist - planeDistance;
if (distance < 0)
{
result = false;
return;
}
plane = Near;
normal = plane.Normal;
//Vector3.Negate(ref normal, out normal);
planeDistance = plane.D;
vertex = box.Min;
if (normal.X >= 0)
vertex.X = box.Max.X;
if (normal.Y >= 0)
vertex.Y = box.Max.Y;
if (normal.Z < 0)
vertex.Z = box.Max.Z;
Vector3.Dot(ref normal, ref vertex, out tempDist);
distance = tempDist - planeDistance;
if (distance < 0)
{
result = false;
return;
}
plane = Far;
normal = plane.Normal;
//Vector3.Negate(ref normal, out normal);
planeDistance = plane.D;
vertex = box.Min;
if (normal.X >= 0)
vertex.X = box.Max.X;
if (normal.Y >= 0)
vertex.Y = box.Max.Y;
if (normal.Z < 0)
vertex.Z = box.Max.Z;
Vector3.Dot(ref normal, ref vertex, out tempDist);
distance = tempDist - planeDistance;
if (distance < 0)
{
result = false;
return;
}
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}
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public bool Intersects(BoundingFrustum frustum)
{
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throw new NotImplementedException();
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}
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public bool Intersects(BoundingSphere sphere)
{
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bool result;
Intersects(ref sphere, out result);
return result;
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}
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public void Intersects(ref BoundingSphere sphere, out bool result)
{
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Vector3 center = sphere.Center;
result = true;
float distance = Bottom.Normal.X * center.X + Bottom.Normal.Y * center.Y + Bottom.Normal.Z * center.Z + Bottom.D;
if (distance > sphere.Radius)
{
result = false;
return;
}
distance = Top.Normal.X * center.X + Top.Normal.Y * center.Y + Top.Normal.Z * center.Z + Top.D;
if (distance > sphere.Radius)
{
result = false;
return;
}
distance = Left.Normal.X * center.X + Left.Normal.Y * center.Y + Left.Normal.Z * center.Z + Left.D;
if (distance > sphere.Radius)
{
result = false;
return;
}
distance = Right.Normal.X * center.X + Right.Normal.Y * center.Y + Right.Normal.Z * center.Z + Right.D;
if (distance > sphere.Radius)
{
result = false;
return;
}
distance = Near.Normal.X * center.X + Near.Normal.Y * center.Y + Near.Normal.Z * center.Z + Near.D;
if (distance > sphere.Radius)
{
result = false;
return;
}
distance = Far.Normal.X * center.X + Far.Normal.Y * center.Y + Far.Normal.Z * center.Z + Far.D;
if (distance > sphere.Radius)
{
result = false;
return;
}
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}
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public PlaneIntersectionType Intersects(Plane plane)
{
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PlaneIntersectionType result;
Intersects(ref plane, out result);
return result;
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}
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public void Intersects(ref Plane plane, out PlaneIntersectionType result)
{
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throw new NotImplementedException();
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}
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public Nullable<float> Intersects(Ray ray)
{
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Nullable<float> result;
Intersects(ref ray, out result);
return result;
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}
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public void Intersects(ref Ray ray, out Nullable<float> result)
{
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throw new NotImplementedException();
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}
public override string ToString()
{
// This may look a bit more ugly, but String.Format should
// be avoided cause of it's bad performance!
return "{Near:" + Near.ToString() +
" Far:" + Far.ToString() +
" Left:" + Left.ToString() +
" Right:" + Right.ToString() +
" Top:" + Top.ToString() +
" Bottom:" + Bottom.ToString() + "}";
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}
#endregion
#region public properties
public Matrix Matrix
{
get
{
return this.matrix;
}
set
{
this.matrix = value;
this.CreatePlanes();
this.CreateCorners();
}
}
public Plane Near
{
get
{
return this.planes[0];
}
}
public Plane Far
{
get
{
return this.planes[1];
}
}
public Plane Top
{
get
{
return this.planes[4];
}
}
public Plane Bottom
{
get
{
return this.planes[5];
}
}
public Plane Right
{
get
{
return this.planes[3];
}
}
public Plane Left
{
get
{
return this.planes[2];
}
}
#endregion
#region private methods
//algorithm based on but normals were pointing to outside instead of inside: http://crazyjoke.free.fr/doc/3D/plane%20extraction.pdf
private void CreatePlanes()
{
int idx;
idx = (int)PlanePosition.Near;
this.planes[idx].Normal.X = -this.matrix.M13;
this.planes[idx].Normal.Y = -this.matrix.M23;
this.planes[idx].Normal.Z = -this.matrix.M33;
this.planes[idx].D = -this.matrix.M43;
idx = (int)PlanePosition.Far;
this.planes[idx].Normal.X = -this.matrix.M14 + this.matrix.M13;
this.planes[idx].Normal.Y = -this.matrix.M24 + this.matrix.M23;
this.planes[idx].Normal.Z = -this.matrix.M34 + this.matrix.M33;
this.planes[idx].D = -this.matrix.M44 + this.matrix.M43;
idx = (int)PlanePosition.Left;
this.planes[idx].Normal.X = -this.matrix.M14 - this.matrix.M11;
this.planes[idx].Normal.Y = -this.matrix.M24 - this.matrix.M21;
this.planes[idx].Normal.Z = -this.matrix.M34 - this.matrix.M31;
this.planes[idx].D = -this.matrix.M44 - this.matrix.M41;
idx = (int)PlanePosition.Right;
this.planes[idx].Normal.X = -this.matrix.M14 + this.matrix.M11;
this.planes[idx].Normal.Y = -this.matrix.M24 + this.matrix.M21;
this.planes[idx].Normal.Z = -this.matrix.M34 + this.matrix.M31;
this.planes[idx].D = -this.matrix.M44 + this.matrix.M41;
idx = (int)PlanePosition.Top;
this.planes[idx].Normal.X = -this.matrix.M14 + this.matrix.M12;
this.planes[idx].Normal.Y = -this.matrix.M24 + this.matrix.M22;
this.planes[idx].Normal.Z = -this.matrix.M34 + this.matrix.M32;
this.planes[idx].D = -this.matrix.M44 + this.matrix.M42;
idx = (int)PlanePosition.Bottom;
this.planes[idx].Normal.X = -this.matrix.M14 - this.matrix.M12;
this.planes[idx].Normal.Y = -this.matrix.M24 - this.matrix.M22;
this.planes[idx].Normal.Z = -this.matrix.M34 - this.matrix.M32;
this.planes[idx].D = -this.matrix.M44 - this.matrix.M42;
for (int i = 0; i < this.planes.Length; i++)
{
this.planes[i].Normalize();
}
}
private void CreateCorners()
{
Ray rnl = BoundingFrustum.EdgeIntersection(ref this.planes[(int)PlanePosition.Near], ref this.planes[(int)PlanePosition.Left]);
Ray rrn = BoundingFrustum.EdgeIntersection(ref this.planes[(int)PlanePosition.Right], ref this.planes[(int)PlanePosition.Near]);
Ray rlf = BoundingFrustum.EdgeIntersection(ref this.planes[(int)PlanePosition.Left], ref this.planes[(int)PlanePosition.Far]);
Ray rfr = BoundingFrustum.EdgeIntersection(ref this.planes[(int)PlanePosition.Far], ref this.planes[(int)PlanePosition.Right]);
this.corners = new[]
{
BoundingFrustum.PointIntersection(ref this.planes[(int)PlanePosition.Top], ref rnl),
BoundingFrustum.PointIntersection(ref this.planes[(int)PlanePosition.Top], ref rrn),
BoundingFrustum.PointIntersection(ref this.planes[(int)PlanePosition.Bottom], ref rrn),
BoundingFrustum.PointIntersection(ref this.planes[(int)PlanePosition.Bottom], ref rnl),
BoundingFrustum.PointIntersection(ref this.planes[(int)PlanePosition.Top], ref rlf),
BoundingFrustum.PointIntersection(ref this.planes[(int)PlanePosition.Top], ref rfr),
BoundingFrustum.PointIntersection(ref this.planes[(int)PlanePosition.Bottom], ref rfr),
BoundingFrustum.PointIntersection(ref this.planes[(int)PlanePosition.Bottom], ref rlf),
};
}
//source: monoxna
private static Vector3 IntersectionPoint(ref Plane a, ref Plane b, ref Plane c)
{
// Formula used
// d1 ( N2 * N3 ) + d2 ( N3 * N1 ) + d3 ( N1 * N2 )
//P = -------------------------------------------------------------------------
// N1 . ( N2 * N3 )
//
// Note: N refers to the normal, d refers to the displacement. '.' means dot product. '*' means cross product
Vector3 v1, v2, v3;
float f = -Vector3.Dot(a.Normal, Vector3.Cross(b.Normal, c.Normal));
v1 = (a.D * (Vector3.Cross(b.Normal, c.Normal)));
v2 = (b.D * (Vector3.Cross(c.Normal, a.Normal)));
v3 = (c.D * (Vector3.Cross(a.Normal, b.Normal)));
Vector3 vec = new Vector3(v1.X + v2.X + v3.X, v1.Y + v2.Y + v3.Y, v1.Z + v2.Z + v3.Z);
return vec / f;
}
private static Ray EdgeIntersection(ref Plane p1, ref Plane p2)
{
Ray result = default(Ray);
result.Direction = Vector3.Cross(p1.Normal, p2.Normal);
float divider = result.Direction.LengthSquared();
result.Position = Vector3.Cross(-p1.D * p2.Normal + p2.D * p1.Normal, result.Direction) / divider;
return result;
}
private static Vector3 PointIntersection(ref Plane plane, ref Ray ray)
{
float scaleFactor = (-plane.D - Vector3.Dot(plane.Normal, ray.Position)) / Vector3.Dot(plane.Normal, ray.Direction);
return ray.Position + ray.Direction * scaleFactor;
}
#endregion
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#region IEquatable implementation
public override bool Equals(Object obj)
{
var frustum = obj as BoundingFrustum;
return frustum != null && this.Matrix == frustum.Matrix;
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}
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public bool Equals(BoundingFrustum other)
{
return other != null && this.Matrix == other.Matrix;
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}
#endregion
#region operator overloading
public static bool operator ==(BoundingFrustum a, BoundingFrustum b)
{
return object.Equals(a, b);
}
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public static bool operator !=(BoundingFrustum a, BoundingFrustum b)
{
return !object.Equals(a, b);
}
#endregion
}
}