1 /* 2 Copyright (c) 2014-2021 Timur Gafarov 3 4 Boost Software License - Version 1.0 - August 17th, 2003 5 6 Permission is hereby granted, free of charge, to any person or organization 7 obtaining a copy of the software and accompanying documentation covered by 8 this license (the "Software") to use, reproduce, display, distribute, 9 execute, and transmit the Software, and to prepare derivative works of the 10 Software, and to permit third-parties to whom the Software is furnished to 11 do so, all subject to the following: 12 13 The copyright notices in the Software and this entire statement, including 14 the above license grant, this restriction and the following disclaimer, 15 must be included in all copies of the Software, in whole or in part, and 16 all derivative works of the Software, unless such copies or derivative 17 works are solely in the form of machine-executable object code generated by 18 a source language processor. 19 20 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 21 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 22 FITNESS FOR A PARTICULAR PURPOSE, TITLE AND NON-INFRINGEMENT. IN NO EVENT 23 SHALL THE COPYRIGHT HOLDERS OR ANYONE DISTRIBUTING THE SOFTWARE BE LIABLE 24 FOR ANY DAMAGES OR OTHER LIABILITY, WHETHER IN CONTRACT, TORT OR OTHERWISE, 25 ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER 26 DEALINGS IN THE SOFTWARE. 27 */ 28 29 /** 30 * Copyright: Timur Gafarov 2014-2021. 31 * License: $(LINK2 boost.org/LICENSE_1_0.txt, Boost License 1.0). 32 * Authors: Timur Gafarov, Andrey Penechko, Roman Vlasov 33 */ 34 module dlib.geometry.frustum; 35 36 import std.math; 37 import dlib.math.vector; 38 import dlib.math.matrix; 39 import dlib.geometry.plane; 40 import dlib.geometry.aabb; 41 import dlib.geometry.sphere; 42 43 /// Frustum object 44 struct Frustum 45 { 46 union 47 { 48 Plane[6] planes; 49 struct 50 { 51 Plane leftPlane; 52 Plane rightPlane; 53 Plane bottomPlane; 54 Plane topPlane; 55 Plane farPlane; 56 Plane nearPlane; 57 } 58 } 59 60 this(Matrix4x4f mvp) 61 { 62 fromMVP(mvp); 63 } 64 65 void fromMVP(Matrix4x4f mvp) 66 { 67 leftPlane.a = mvp[3] + mvp[0]; 68 leftPlane.b = mvp[7] + mvp[4]; 69 leftPlane.c = mvp[11] + mvp[8]; 70 leftPlane.d = mvp[15] + mvp[12]; 71 leftPlane.normalize(); 72 leftPlane.vectorof = -leftPlane.vectorof; 73 74 rightPlane.a = mvp[3] - mvp[0]; 75 rightPlane.b = mvp[7] - mvp[4]; 76 rightPlane.c = mvp[11] - mvp[8]; 77 rightPlane.d = mvp[15] - mvp[12]; 78 rightPlane.normalize(); 79 rightPlane.vectorof = -rightPlane.vectorof; 80 81 bottomPlane.a = mvp[3] + mvp[1]; 82 bottomPlane.b = mvp[7] + mvp[5]; 83 bottomPlane.c = mvp[11] + mvp[9]; 84 bottomPlane.d = mvp[15] + mvp[13]; 85 bottomPlane.normalize(); 86 bottomPlane.vectorof = -bottomPlane.vectorof; 87 88 topPlane.a = mvp[3] - mvp[1]; 89 topPlane.b = mvp[7] - mvp[5]; 90 topPlane.c = mvp[11] - mvp[9]; 91 topPlane.d = mvp[15] - mvp[13]; 92 topPlane.normalize(); 93 topPlane.vectorof = -topPlane.vectorof; 94 95 farPlane.a = mvp[3] - mvp[2]; 96 farPlane.b = mvp[7] - mvp[6]; 97 farPlane.c = mvp[11] - mvp[10]; 98 farPlane.d = mvp[15] - mvp[14]; 99 farPlane.normalize(); 100 farPlane.vectorof = -farPlane.vectorof; 101 102 nearPlane.a = mvp[3] + mvp[2]; 103 nearPlane.b = mvp[7] + mvp[6]; 104 nearPlane.c = mvp[11] + mvp[10]; 105 nearPlane.d = mvp[15] + mvp[14]; 106 nearPlane.normalize(); 107 nearPlane.vectorof = -nearPlane.vectorof; 108 } 109 110 bool containsPoint(Vector3f point, bool checkNearPlane = false) 111 { 112 int res = 0; 113 114 foreach(i, ref p; planes) 115 { 116 if (i == 5 && !checkNearPlane) 117 break; 118 119 if (p.distance(point) <= 0.0f) 120 res++; 121 } 122 123 return (res == (checkNearPlane? 6 : 5)); 124 } 125 126 bool intersectsSphere(Sphere sphere) 127 { 128 float d; 129 130 foreach(i, ref p; planes) 131 { 132 d = p.distance(sphere.center); 133 134 if (d > sphere.radius) 135 return false; 136 } 137 138 return true; 139 } 140 141 bool intersectsAABB( 142 AABB aabb, 143 bool checkBoundariesOnly = false, 144 bool checkNearPlane = true) 145 { 146 bool result = !checkBoundariesOnly; // Inside 147 148 foreach (i, ref plane; planes) 149 { 150 if (i == 5 && !checkNearPlane) 151 break; 152 153 float d = dot(aabb.center, -plane.normal); 154 155 float r = aabb.size.x * abs(plane.normal.x) + 156 aabb.size.y * abs(plane.normal.y) + 157 aabb.size.z * abs(plane.normal.z); 158 159 float d_p_r = d + r; 160 float d_m_r = d - r; 161 162 if (d_p_r < plane.d) 163 { 164 result = false; // Outside 165 break; 166 } 167 else if(d_m_r < plane.d) 168 result = true; // Intersect 169 } 170 171 return result; 172 } 173 } 174