/******************************************************************************* * Copyright 2011 See AUTHORS file. * * Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with * the License. You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on * an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the * specific language governing permissions and limitations under the License. ******************************************************************************/ package com.badlogic.gdx.math; import com.badlogic.gdx.graphics.OrthographicCamera; import com.badlogic.gdx.graphics.PerspectiveCamera; import com.badlogic.gdx.math.Plane.PlaneSide; import com.badlogic.gdx.math.collision.BoundingBox; public class Frustum { protected static final Vector3[] clipSpacePlanePoints = { new Vector3(-1, -1, -1), new Vector3(1, -1, -1), new Vector3(1, 1, -1), new Vector3(-1, 1, -1), // near clip new Vector3(-1, -1, 1), new Vector3(1, -1, 1), new Vector3(1, 1, 1), new Vector3(-1, 1, 1) }; // far clip protected static final float[] clipSpacePlanePointsArray = new float[8 * 3]; static { int j = 0; for (Vector3 v : clipSpacePlanePoints) { clipSpacePlanePointsArray[j++] = v.x; clipSpacePlanePointsArray[j++] = v.y; clipSpacePlanePointsArray[j++] = v.z; } } /** the six clipping planes, near, far, left, right, top, bottm **/ public final Plane[] planes = new Plane[6]; /** * eight points making up the near and far clipping "rectangles". order is counter clockwise, starting at bottom * left **/ public final Vector3[] planePoints = { new Vector3(), new Vector3(), new Vector3(), new Vector3(), new Vector3(), new Vector3(), new Vector3(), new Vector3() }; protected final float[] planePointsArray = new float[8 * 3]; public Frustum() { for (int i = 0; i < 6; i++) { planes[i] = new Plane(new Vector3(), 0); } } /** * Updates the clipping plane's based on the given inverse combined projection and view matrix, e.g. from an * {@link OrthographicCamera} or {@link PerspectiveCamera}. * * @param inverseProjectionView * the combined projection and view matrices. */ public void update(Matrix4 inverseProjectionView) { System.arraycopy(clipSpacePlanePointsArray, 0, planePointsArray, 0, clipSpacePlanePointsArray.length); Matrix4.prj(inverseProjectionView.val, planePointsArray, 0, 8, 3); for (int i = 0, j = 0; i < 8; i++) { Vector3 v = planePoints[i]; v.x = planePointsArray[j++]; v.y = planePointsArray[j++]; v.z = planePointsArray[j++]; } planes[0].set(planePoints[1], planePoints[0], planePoints[2]); planes[1].set(planePoints[4], planePoints[5], planePoints[7]); planes[2].set(planePoints[0], planePoints[4], planePoints[3]); planes[3].set(planePoints[5], planePoints[1], planePoints[6]); planes[4].set(planePoints[2], planePoints[3], planePoints[6]); planes[5].set(planePoints[4], planePoints[0], planePoints[1]); } /** * Returns whether the point is in the frustum. * * @param point * The point * @return Whether the point is in the frustum. */ public boolean pointInFrustum(Vector3 point) { for (int i = 0; i < planes.length; i++) { PlaneSide result = planes[i].testPoint(point); if (result == PlaneSide.Back) return false; } return true; } /** * Returns whether the given sphere is in the frustum. * * @param center * The center of the sphere * @param radius * The radius of the sphere * @return Whether the sphere is in the frustum */ public boolean sphereInFrustum(Vector3 center, float radius) { for (int i = 0; i < 6; i++) if ((planes[i].normal.x * center.x + planes[i].normal.y * center.y + planes[i].normal.z * center.z) < (-radius - planes[i].d)) return false; return true; } /** * Returns whether the given sphere is in the frustum not checking whether it is behind the near and far clipping * plane. * * @param center * The center of the sphere * @param radius * The radius of the sphere * @return Whether the sphere is in the frustum */ public boolean sphereInFrustumWithoutNearFar(Vector3 center, float radius) { for (int i = 2; i < 6; i++) if ((planes[i].normal.x * center.x + planes[i].normal.y * center.y + planes[i].normal.z * center.z) < (-radius - planes[i].d)) return false; return true; } /** * Returns whether the given {@link BoundingBox} is in the frustum. * * @param bounds * The bounding box * @return Whether the bounding box is in the frustum */ public boolean boundsInFrustum(BoundingBox bounds) { Vector3[] corners = bounds.getCorners(); int len = corners.length; for (int i = 0, len2 = planes.length; i < len2; i++) { int out = 0; for (int j = 0; j < len; j++) if (planes[i].testPoint(corners[j]) == PlaneSide.Back) out++; if (out == 8) return false; } return true; } // /** // * Calculates the pick ray for the given window coordinates. Assumes the window coordinate system has it's y downwards. The // * returned Ray is a member of this instance so don't reuse it outside this class. // * // * @param screen_width The window width in pixels // * @param screen_height The window height in pixels // * @param mouse_x The window x-coordinate // * @param mouse_y The window y-coordinate // * @param pos The camera position // * @param dir The camera direction, having unit length // * @param up The camera up vector, having unit length // * @return the picking ray. // */ // public Ray calculatePickRay (float screen_width, float screen_height, float mouse_x, float mouse_y, Vector3 pos, Vector3 dir, // Vector3 up) { // float n_x = mouse_x - screen_width / 2.0f; // float n_y = mouse_y - screen_height / 2.0f; // n_x /= screen_width / 2.0f; // n_y /= screen_height / 2.0f; // // Z.set(dir.tmp().mul(-1)).nor(); // X.set(up.tmp().crs(Z)).nor(); // Y.set(Z.tmp().crs(X)).nor(); // near_center.set(pos.tmp3().sub(Z.tmp2().mul(near))); // Vector3 near_point = X.tmp3().mul(near_width).mul(n_x).add(Y.tmp2().mul(near_height).mul(n_y)); // near_point.add(near_center); // // return ray.set(near_point.tmp(), near_point.sub(pos).nor()); // } // public static void main(String[] argv) { // PerspectiveCamera camera = new PerspectiveCamera(45, 2, 2); // // camera.rotate(90, 0, 1, 0); // camera.update(); // System.out.println(camera.direction); // System.out.println(Arrays.toString(camera.frustum.planes)); // // OrthographicCamera camOrtho = new OrthographicCamera(2, 2); // camOrtho.near = 1; // // camOrtho.rotate(90, 1, 0, 0); // camOrtho.update(); // System.out.println(camOrtho.direction); // System.out.println(Arrays.toString(camOrtho.frustum.planes)); // } }