anx.framework/ANX.Framework/BoundingFrustum.cs
SND\AstrorEnales_cp 734679616b - Added ILRepack
- Refactored the AddIn-System to allow merged assemblies (for metro, android, etc. later on)
- Added empty PsVita Sound and Media System modules
- Fixed 2 small missing excludes in the build script
- Cleaned the License headers in the shader files
- Some other refactorings
2012-08-25 17:27:45 +00:00

920 lines
29 KiB
C#

#region Using Statements
using System;
#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
namespace ANX.Framework
{
public class BoundingFrustum : IEquatable<BoundingFrustum>
{
#region fields
public const int CornerCount = 8;
#endregion
#region properties
private Vector3[] corners;
private Matrix matrix;
public Matrix Matrix
{
get { return this.matrix; }
set
{
this.matrix = value;
this.CreatePlanes();
this.CreateCorners();
}
}
private Plane near;
public Plane Near { get { return this.near; } }
private Plane far;
public Plane Far { get { return this.far; } }
private Plane top;
public Plane Top { get { return this.top; } }
private Plane bottom;
public Plane Bottom { get { return this.bottom; } }
private Plane right;
public Plane Right { get { return this.right; } }
private Plane left;
public Plane Left { get { return this.left; } }
#endregion
#region constructors
public BoundingFrustum(Matrix value)
{
corners = new Vector3[CornerCount];
this.matrix = value;
CreatePlanes();
CreateCorners();
}
#endregion
#region public methods
public ContainmentType Contains(BoundingBox box)
{
ContainmentType result;
Contains(ref box, out result);
return result;
}
public void Contains(ref BoundingBox box, out ContainmentType result)
{
Vector3[] boxCorners = box.GetCorners();
result = ContainmentType.Contains;
Plane plane = Bottom;
Vector3 normal = plane.Normal;
//Vector3.Negate(ref normal, out normal);
float planeDistance = plane.D;
Vector3 pVertex = box.Min;
if (normal.X >= 0)
pVertex.X = box.Max.X;
if (normal.Y >= 0)
pVertex.Y = box.Max.Y;
if (normal.Z < 0)
pVertex.Z = box.Max.Z;
float tempDistP;
Vector3.Dot(ref normal, ref pVertex, out tempDistP);
float distanceP = tempDistP - planeDistance;
Vector3 nVertex = box.Max;
if (normal.X >= 0)
nVertex.X = box.Min.X;
if (normal.Y >= 0)
nVertex.Y = box.Min.Y;
if (normal.Z < 0)
nVertex.Z = box.Min.Z;
float tempDistN;
Vector3.Dot(ref normal, ref pVertex, out tempDistN);
float distanceN = tempDistN - planeDistance;
if (distanceN < 0 && distanceP < 0)
{
result = ContainmentType.Disjoint;
return;
}
else if (distanceN < 0 || distanceP < 0)
{
result = ContainmentType.Intersects;
return;
}
plane = Top;
normal = plane.Normal;
//Vector3.Negate(ref normal, out normal);
planeDistance = plane.D;
pVertex = box.Min;
if (normal.X >= 0)
pVertex.X = box.Max.X;
if (normal.Y >= 0)
pVertex.Y = box.Max.Y;
if (normal.Z < 0)
pVertex.Z = box.Max.Z;
Vector3.Dot(ref normal, ref pVertex, out tempDistP);
distanceP = tempDistP - planeDistance;
nVertex = box.Max;
if (normal.X >= 0)
nVertex.X = box.Min.X;
if (normal.Y >= 0)
nVertex.Y = box.Min.Y;
if (normal.Z < 0)
nVertex.Z = box.Min.Z;
Vector3.Dot(ref normal, ref pVertex, out tempDistN);
distanceN = tempDistN - planeDistance;
if (distanceN < 0 && distanceP < 0)
{
result = ContainmentType.Disjoint;
return;
}
else if (distanceN < 0 || distanceP < 0)
{
result = ContainmentType.Intersects;
return;
}
plane = Left;
normal = plane.Normal;
//Vector3.Negate(ref normal, out normal);
planeDistance = plane.D;
pVertex = box.Min;
if (normal.X >= 0)
pVertex.X = box.Max.X;
if (normal.Y >= 0)
pVertex.Y = box.Max.Y;
if (normal.Z < 0)
pVertex.Z = box.Max.Z;
Vector3.Dot(ref normal, ref pVertex, out tempDistP);
distanceP = tempDistP - planeDistance;
nVertex = box.Max;
if (normal.X >= 0)
nVertex.X = box.Min.X;
if (normal.Y >= 0)
nVertex.Y = box.Min.Y;
if (normal.Z < 0)
nVertex.Z = box.Min.Z;
Vector3.Dot(ref normal, ref pVertex, out tempDistN);
distanceN = tempDistN - planeDistance;
if (distanceN < 0 && distanceP < 0)
{
result = ContainmentType.Disjoint;
return;
}
else if (distanceN < 0 || distanceP < 0)
{
result = ContainmentType.Intersects;
return;
}
plane = Right;
normal = plane.Normal;
//Vector3.Negate(ref normal, out normal);
planeDistance = plane.D;
pVertex = box.Min;
if (normal.X >= 0)
pVertex.X = box.Max.X;
if (normal.Y >= 0)
pVertex.Y = box.Max.Y;
if (normal.Z < 0)
pVertex.Z = box.Max.Z;
Vector3.Dot(ref normal, ref pVertex, out tempDistP);
distanceP = tempDistP - planeDistance;
nVertex = box.Max;
if (normal.X >= 0)
nVertex.X = box.Min.X;
if (normal.Y >= 0)
nVertex.Y = box.Min.Y;
if (normal.Z < 0)
nVertex.Z = box.Min.Z;
Vector3.Dot(ref normal, ref pVertex, out tempDistN);
distanceN = tempDistN - planeDistance;
if (distanceN < 0 && distanceP < 0)
{
result = ContainmentType.Disjoint;
return;
}
else if (distanceN < 0 || distanceP < 0)
{
result = ContainmentType.Intersects;
return;
}
plane = Near;
normal = plane.Normal;
//Vector3.Negate(ref normal, out normal);
planeDistance = plane.D;
pVertex = box.Min;
if (normal.X >= 0)
pVertex.X = box.Max.X;
if (normal.Y >= 0)
pVertex.Y = box.Max.Y;
if (normal.Z < 0)
pVertex.Z = box.Max.Z;
Vector3.Dot(ref normal, ref pVertex, out tempDistP);
distanceP = tempDistP - planeDistance;
nVertex = box.Max;
if (normal.X >= 0)
nVertex.X = box.Min.X;
if (normal.Y >= 0)
nVertex.Y = box.Min.Y;
if (normal.Z < 0)
nVertex.Z = box.Min.Z;
Vector3.Dot(ref normal, ref pVertex, out tempDistN);
distanceN = tempDistN - planeDistance;
if (distanceN < 0 && distanceP < 0)
{
result = ContainmentType.Disjoint;
return;
}
else if (distanceN < 0 || distanceP < 0)
{
result = ContainmentType.Intersects;
return;
}
plane = Far;
normal = plane.Normal;
//Vector3.Negate(ref normal, out normal);
planeDistance = plane.D;
pVertex = box.Min;
if (normal.X >= 0)
pVertex.X = box.Max.X;
if (normal.Y >= 0)
pVertex.Y = box.Max.Y;
if (normal.Z < 0)
pVertex.Z = box.Max.Z;
Vector3.Dot(ref normal, ref pVertex, out tempDistP);
distanceP = tempDistP - planeDistance;
nVertex = box.Max;
if (normal.X >= 0)
nVertex.X = box.Min.X;
if (normal.Y >= 0)
nVertex.Y = box.Min.Y;
if (normal.Z < 0)
nVertex.Z = box.Min.Z;
Vector3.Dot(ref normal, ref pVertex, out tempDistN);
distanceN = tempDistN - planeDistance;
if (distanceN < 0 && distanceP < 0)
{
result = ContainmentType.Disjoint;
return;
}
else if (distanceN < 0 || distanceP < 0)
{
result = ContainmentType.Intersects;
return;
}
}
public ContainmentType Contains(BoundingFrustum frustum)
{
throw new NotImplementedException();
}
public ContainmentType Contains(BoundingSphere sphere)
{
ContainmentType result;
Contains(ref sphere, out result);
return result;
}
public void Contains(ref BoundingSphere sphere, out ContainmentType result)
{
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;
}
}
public ContainmentType Contains(Vector3 point)
{
ContainmentType result;
Contains(ref point, out result);
return result;
}
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;
}
}
public Vector3[] GetCorners()
{
return this.corners;
}
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);
}
public override int GetHashCode()
{
return this.matrix.GetHashCode();
}
public bool Intersects(BoundingBox box)
{
bool result;
Intersects(ref box, out result);
return result;
}
public void Intersects(ref BoundingBox box, out bool result)
{
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;
}
}
public bool Intersects(BoundingFrustum frustum)
{
throw new NotImplementedException();
}
public bool Intersects(BoundingSphere sphere)
{
bool result;
Intersects(ref sphere, out result);
return result;
}
public void Intersects(ref BoundingSphere sphere, out bool result)
{
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;
}
}
public PlaneIntersectionType Intersects(Plane plane)
{
PlaneIntersectionType result;
Intersects(ref plane, out result);
return result;
}
public void Intersects(ref Plane plane, out PlaneIntersectionType result)
{
throw new NotImplementedException();
}
public Nullable<float> Intersects(Ray ray)
{
Nullable<float> result;
Intersects(ref ray, out result);
return result;
}
public void Intersects(ref Ray ray, out Nullable<float> result)
{
throw new NotImplementedException();
}
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() + "}";
////source: monoxna
// var currentCulture = System.Globalization.CultureInfo.CurrentCulture;
// return string.Format(currentCulture, "{{Near:{0} Far:{1} Left:{2} Right:{3} Top:{4} Bottom:{5}}}", new object[]
//{
// this.Near.ToString(),
// this.Far.ToString(),
// this.Left.ToString(),
// this.Right.ToString(),
// this.Top.ToString(),
// this.Bottom.ToString()
//});
}
#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()
{
this.near.Normal.X = -this.matrix.M13;
this.near.Normal.Y = -this.matrix.M23;
this.near.Normal.Z = -this.matrix.M33;
this.near.D = -this.matrix.M43;
this.far.Normal.X = this.matrix.M14 - this.matrix.M13;
this.far.Normal.Y = this.matrix.M24 - this.matrix.M23;
this.far.Normal.Z = this.matrix.M34 - this.matrix.M33;
this.far.D = this.matrix.M44 - this.matrix.M43;
this.left.Normal.X = -this.matrix.M14 - this.matrix.M11;
this.left.Normal.Y = -this.matrix.M24 - this.matrix.M21;
this.left.Normal.Z = -this.matrix.M34 - this.matrix.M31;
this.left.D = -this.matrix.M44 - this.matrix.M41;
this.right.Normal.X = -this.matrix.M14 + this.matrix.M11;
this.right.Normal.Y = -this.matrix.M24 + this.matrix.M21;
this.right.Normal.Z = -this.matrix.M34 + this.matrix.M31;
this.right.D = -this.matrix.M44 + this.matrix.M41;
this.top.Normal.X = -this.matrix.M14 + this.matrix.M12;
this.top.Normal.Y = -this.matrix.M24 + this.matrix.M22;
this.top.Normal.Z = -this.matrix.M34 + this.matrix.M32;
this.top.D = -this.matrix.M44 + this.matrix.M42;
this.bottom.Normal.X = -this.matrix.M14 - this.matrix.M12;
this.bottom.Normal.Y = -this.matrix.M24 - this.matrix.M22;
this.bottom.Normal.Z = -this.matrix.M34 - this.matrix.M32;
this.bottom.D = -this.matrix.M44 - this.matrix.M42;
NormalizePlane(ref this.left);
NormalizePlane(ref this.right);
NormalizePlane(ref this.bottom);
NormalizePlane(ref this.top);
NormalizePlane(ref this.near);
NormalizePlane(ref this.far);
}
//source: monoxna
private void NormalizePlane(ref Plane p)
{
float factor = 1f / p.Normal.Length();
p.Normal.X *= factor;
p.Normal.Y *= factor;
p.Normal.Z *= factor;
p.D *= factor;
}
//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;
}
//source: monoxna
private void CreateCorners()
{
this.corners = new Vector3[8];
this.corners[0] = IntersectionPoint(ref this.near, ref this.left, ref this.top);
this.corners[1] = IntersectionPoint(ref this.near, ref this.right, ref this.top);
this.corners[2] = IntersectionPoint(ref this.near, ref this.right, ref this.bottom);
this.corners[3] = IntersectionPoint(ref this.near, ref this.left, ref this.bottom);
this.corners[4] = IntersectionPoint(ref this.far, ref this.left, ref this.top);
this.corners[5] = IntersectionPoint(ref this.far, ref this.right, ref this.top);
this.corners[6] = IntersectionPoint(ref this.far, ref this.right, ref this.bottom);
this.corners[7] = IntersectionPoint(ref this.far, ref this.left, ref this.bottom);
}
#endregion
#region IEquatable implementation
public override bool Equals(Object obj)
{
var frustum = obj as BoundingFrustum;
if (frustum != null)
{
return this.Matrix == frustum.Matrix;
}
return false;
}
public bool Equals(BoundingFrustum other)
{
if (other != null)
{
return this.Matrix == other.Matrix;
}
return false;
}
#endregion
#region operator overloading
public static bool operator ==(BoundingFrustum a, BoundingFrustum b)
{
return object.Equals(a, b);
}
public static bool operator !=(BoundingFrustum a, BoundingFrustum b)
{
return !object.Equals(a, b);
}
#endregion
}
}