- opened new bug #583 because the corners of the BoundingFrustum differs from the XNA implementation
954 lines
31 KiB
C#
954 lines
31 KiB
C#
#region Using Statements
|
|
using System;
|
|
using System.Text;
|
|
|
|
#endregion // Using Statements
|
|
|
|
#region License
|
|
|
|
//
|
|
// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
|
|
//
|
|
// This file is released under the Ms-PL license.
|
|
//
|
|
//
|
|
//
|
|
// Microsoft Public License (Ms-PL)
|
|
//
|
|
// This license governs use of the accompanying software. If you use the software, you accept this license.
|
|
// If you do not accept the license, do not use the software.
|
|
//
|
|
// 1.Definitions
|
|
// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
|
|
// here as under U.S. copyright law.
|
|
// A "contribution" is the original software, or any additions or changes to the software.
|
|
// A "contributor" is any person that distributes its contribution under this license.
|
|
// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
|
|
//
|
|
// 2.Grant of Rights
|
|
// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
|
|
// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
|
|
// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
|
|
// or any derivative works that you create.
|
|
// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
|
|
// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
|
|
// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
|
|
// in the software or derivative works of the contribution in the software.
|
|
//
|
|
// 3.Conditions and Limitations
|
|
// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
|
|
// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
|
|
// patent license from such contributor to the software ends automatically.
|
|
// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
|
|
// notices that are present in the software.
|
|
// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
|
|
// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
|
|
// object code form, you may only do so under a license that complies with this license.
|
|
// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
|
|
// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
|
|
// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
|
|
// particular purpose and non-infringement.
|
|
|
|
#endregion // 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();
|
|
}
|
|
|
|
//source: monoxna
|
|
public override string ToString()
|
|
{
|
|
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
|
|
}
|
|
}
|