mirror of https://github.com/axmolengine/axmol.git
416 lines
12 KiB
C++
416 lines
12 KiB
C++
/****************************************************************************
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Copyright (c) 2013-2014 Chukong Technologies Inc.
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "renderer/CCFrustum.h"
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#include "CCConsole.h"
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#include <stdlib.h>
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NS_CC_BEGIN
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ViewTransform::ViewTransform()
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{
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kmVec3Fill(&_position,0,0,0);
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kmVec3Fill(&_focus,0,0,-1);
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kmVec3Fill(&_up,0,1,0);
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_dirty = true;
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kmMat4Identity(&_matrix);
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}
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ViewTransform::~ViewTransform()
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{
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}
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void ViewTransform::Init(const kmVec3 &pos, const kmVec3 &focus, const kmVec3 &up)
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{
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_position = pos;
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_focus = focus;
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_up = up;
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_dirty = true;
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}
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void ViewTransform::LazyAdjust() const
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{
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if(!_dirty) return;
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kmVec3Subtract(&_adjustDir, &_focus, &_position);
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kmVec3Normalize(&_adjustDir, &_adjustDir);
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kmVec3Cross(&_adjustRight, &_adjustDir, &_up);
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kmVec3Normalize(&_adjustRight, &_adjustRight);
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kmVec3Cross(&_adjustUp, &_adjustRight, &_adjustDir);
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kmVec3Normalize(&_adjustUp, &_adjustUp);
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_dirty = false;
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}
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const kmVec3& ViewTransform::getDirection() const
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{
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LazyAdjust();
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return _adjustDir;
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}
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const kmVec3& ViewTransform::getRight() const
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{
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LazyAdjust();
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return _adjustRight;
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}
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const kmVec3& ViewTransform::getUp() const
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{
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LazyAdjust();
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return _adjustUp;
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}
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AABB::AABB(const kmVec3& min, const kmVec3& max)
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{
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_min = min;
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_max = max;
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if(_min.x > _max.x)
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{
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CCLOG("_min.x is greater than _max.x, it will be swapped!");
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float temp = _min.x; _min.x = _max.x; _max.x = temp;
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}
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if(_min.y > _max.y)
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{
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CCLOG("_min.y is greater than _max.y, it will be swapped!");
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float temp = _min.y; _min.y = _max.y; _max.y = temp;
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}
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if(_min.z > _max.z)
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{
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CCLOG("_min.z is greater than _max.z, it will be swapped!");
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float temp = _min.z; _min.z = _max.z; _max.z = temp;
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}
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}
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AABB::~AABB()
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{
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}
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kmVec3 AABB::getCenter() const
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{
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kmVec3 result;
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kmVec3Add(&result, &_min, &_max);
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kmVec3Scale(&result, &result, 0.5f);
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return result;
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}
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float AABB::getDimensionX() const
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{
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return _max.x - _min.x;
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}
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float AABB::getDimensionY() const
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{
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return _max.y - _min.y;
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}
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float AABB::getDimensionZ() const
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{
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return _max.z - _min.z;
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}
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kmVec3 AABB::getPositivePoint(const kmVec3& direction) const
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{
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kmVec3 result = _max;
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if( direction.x < 0 ) result.x = _min.x;
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if( direction.y < 0 ) result.y = _min.y;
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if( direction.z < 0 ) result.z = _min.z;
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return result;
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}
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const AABB& AABB::expand(const kmVec3& point)
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{
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if(point.x > _max.x) _max.x = point.x;
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if(point.y > _max.y) _max.y = point.y;
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if(point.z > _max.z) _max.z = point.z;
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if(point.x < _min.x) _min.x = point.x;
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if(point.y < _min.y) _min.y = point.y;
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if(point.z < _min.z) _min.z = point.z;
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return *this;
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}
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kmVec3 AABB::getNegativePoint(const kmVec3& direction) const
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{
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kmVec3 result = _min;
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if( direction.x < 0 ) result.x = _max.x;
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if( direction.y < 0 ) result.y = _max.y;
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if( direction.z < 0 ) result.z = _max.z;
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return result;
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}
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Frustum::Frustum()
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{
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}
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Frustum::~Frustum()
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{
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}
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void Frustum::setupProjectionOrthogonal(const cocos2d::ViewTransform &view, float width, float height, float nearPlane, float farPlane)
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{
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kmVec3 cc = view.getPosition();
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kmVec3 cDir = view.getDirection();
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kmVec3 cRight = view.getRight();
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kmVec3 cUp = view.getUp();
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kmVec3Normalize(&cDir, &cDir);
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kmVec3Normalize(&cRight, &cRight);
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kmVec3Normalize(&cUp, &cUp);
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//near
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{
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kmVec3 point;
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kmVec3 normal;
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normal = cDir;
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kmVec3Scale(&point, &cDir, nearPlane);
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kmVec3Add(&point, &point, &cc);
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kmPlaneFromPointAndNormal(&_frustumPlanes[FrustumPlane::FRUSTUM_NEAR], &point, &normal);
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}
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//far
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{
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kmVec3 point;
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kmVec3 normal;
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kmVec3Scale(&normal, &cDir, -1);
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kmVec3Scale(&point, &cDir, farPlane);
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kmVec3Add(&point, &point, &cc);
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kmPlaneFromPointAndNormal(&_frustumPlanes[FrustumPlane::FRUSTUM_FAR], &point, &normal);
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}
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//left
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{
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kmVec3 point;
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kmVec3 normal;
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normal = cRight;
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kmVec3Scale(&point, &cRight, -width * 0.5);
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kmVec3Add(&point, &point, &cc);
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kmPlaneFromPointAndNormal(&_frustumPlanes[FrustumPlane::FRUSTUM_LEFT], &point, &normal);
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}
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//right
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{
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kmVec3 point;
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kmVec3 normal;
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kmVec3Scale(&normal, &cRight, -1);
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kmVec3Scale(&point, &cRight, width * 0.5);
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kmVec3Add(&point, &point, &cc);
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kmPlaneFromPointAndNormal(&_frustumPlanes[FrustumPlane::FRUSTUM_RIGHT], &point, &normal);
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}
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//bottom
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{
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kmVec3 point;
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kmVec3 normal;
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normal = cUp;
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kmVec3Scale(&point, &cUp, -height * 0.5);
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kmVec3Add(&point, &point, &cc);
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kmPlaneFromPointAndNormal(&_frustumPlanes[FrustumPlane::FRUSTUM_BOTTOM], &point, &normal);
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}
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//top
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{
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kmVec3 point;
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kmVec3 normal;
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kmVec3Scale(&normal, &cUp, -1);
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kmVec3Scale(&point, &cUp, height * 0.5);
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kmVec3Add(&point, &point, &cc);
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kmPlaneFromPointAndNormal(&_frustumPlanes[FrustumPlane::FRUSTUM_TOP], &point, &normal);
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}
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}
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void Frustum::setupProjectionPerspective(const ViewTransform& view, float left, float right, float top, float bottom, float nearPlane, float farPlane)
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{
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kmVec3 cc = view.getPosition();
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kmVec3 cDir = view.getDirection();
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kmVec3 cRight = view.getRight();
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kmVec3 cUp = view.getUp();
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kmVec3Normalize(&cDir, &cDir);
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kmVec3Normalize(&cRight, &cRight);
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kmVec3Normalize(&cUp, &cUp);
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kmVec3 nearCenter;
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kmVec3 farCenter;
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kmVec3Scale(&nearCenter, &cDir, nearPlane);
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kmVec3Add(&nearCenter, &nearCenter, &cc);
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kmVec3Scale(&farCenter, &cDir, farPlane);
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kmVec3Add(&farCenter, &farCenter, &cc);
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//near
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{
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kmPlaneFromPointAndNormal(&_frustumPlanes[FrustumPlane::FRUSTUM_NEAR], &nearCenter, &cDir);
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}
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//far
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{
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kmVec3 normal;
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kmVec3Scale(&normal, &cDir, -1);
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kmPlaneFromPointAndNormal(&_frustumPlanes[FrustumPlane::FRUSTUM_FAR], &farCenter, &normal);
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}
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//left
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{
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kmVec3 point;
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kmVec3Scale(&point, &cRight, left);
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kmVec3Add(&point, &point, &nearCenter);
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kmVec3 normal;
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kmVec3Subtract(&normal, &point, &cc);
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kmVec3Cross(&normal, &normal, &cUp);
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kmVec3Normalize(&normal, &normal);
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kmPlaneFromPointAndNormal(&_frustumPlanes[FrustumPlane::FRUSTUM_LEFT], &point, &normal);
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}
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//right
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{
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kmVec3 point;
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kmVec3Scale(&point, &cRight, right);
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kmVec3Add(&point, &point, &nearCenter);
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kmVec3 normal;
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kmVec3Subtract(&normal, &point, &cc);
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kmVec3Cross(&normal, &cUp, &normal);
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kmVec3Normalize(&normal, &normal);
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kmPlaneFromPointAndNormal(&_frustumPlanes[FrustumPlane::FRUSTUM_RIGHT], &point, &normal);
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}
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//bottom
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{
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kmVec3 point;
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kmVec3Scale(&point, &cUp, bottom);
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kmVec3Add(&point, &point, &nearCenter);
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kmVec3 normal;
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kmVec3Subtract(&normal, &point, &cc);
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kmVec3Cross(&normal, &cRight, &normal);
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kmVec3Normalize(&normal, &normal);
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kmPlaneFromPointAndNormal(&_frustumPlanes[FrustumPlane::FRUSTUM_BOTTOM], &point, &normal);
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}
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//top
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{
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kmVec3 point;
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kmVec3Scale(&point, &cUp, top);
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kmVec3Add(&point, &point, &nearCenter);
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kmVec3 normal;
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kmVec3Subtract(&normal, &point, &cc);
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kmVec3Cross(&normal, &normal, &cRight);
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kmVec3Normalize(&normal, &normal);
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kmPlaneFromPointAndNormal(&_frustumPlanes[FrustumPlane::FRUSTUM_TOP], &point, &normal);
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}
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}
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void Frustum::setupProjectionPerspectiveFov(const ViewTransform& view, float fov, float ratio, float nearPlane, float farPlane)
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{
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float width = 2 * nearPlane * tan(fov * 0.5);
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float height = width/ratio;
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setupProjectionPerspective(view, -width/2, width/2, height/2, -height/2, nearPlane, farPlane);
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}
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void Frustum::setupFromMatrix(const kmMat4 &view, const kmMat4 &projection)
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{
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kmMat4 mvp;
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kmMat4Multiply(&mvp, &projection, &view);
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kmMat4ExtractPlane(&_frustumPlanes[FrustumPlane::FRUSTUM_NEAR], &mvp, KM_PLANE_NEAR);
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kmMat4ExtractPlane(&_frustumPlanes[FrustumPlane::FRUSTUM_FAR], &mvp, KM_PLANE_FAR);
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kmMat4ExtractPlane(&_frustumPlanes[FrustumPlane::FRUSTUM_LEFT], &mvp, KM_PLANE_LEFT);
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kmMat4ExtractPlane(&_frustumPlanes[FrustumPlane::FRUSTUM_RIGHT], &mvp, KM_PLANE_RIGHT);
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kmMat4ExtractPlane(&_frustumPlanes[FrustumPlane::FRUSTUM_BOTTOM], &mvp, KM_PLANE_BOTTOM);
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kmMat4ExtractPlane(&_frustumPlanes[FrustumPlane::FRUSTUM_TOP], &mvp, KM_PLANE_TOP);
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}
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Frustum::IntersectResult Frustum::intersectPoint(const kmVec3 &point) const
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{
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int indexFirst = static_cast<int>(FrustumPlane::FRUSTUM_NEAR);
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int indexNumber = static_cast<int>(FrustumPlane::FRUSTUM_NUMBER);
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for(int planeIndex = indexFirst; planeIndex < indexNumber; ++planeIndex)
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{
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if(kmPlaneDotCoord(&_frustumPlanes[static_cast<FrustumPlane>(planeIndex)], &point) < 0)
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return IntersectResult::OUTSIDE;
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}
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return IntersectResult::INSIDE;
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}
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Frustum::IntersectResult Frustum::intersectAABB(const AABB& aabb) const
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{
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IntersectResult result = IntersectResult::INSIDE;
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int indexFirst = static_cast<int>(FrustumPlane::FRUSTUM_NEAR);
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int indexNumber = static_cast<int>(FrustumPlane::FRUSTUM_NUMBER);
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for(int planeIndex = indexFirst; planeIndex < indexNumber; ++planeIndex)
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{
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kmPlane plane = _frustumPlanes[static_cast<FrustumPlane>(planeIndex)];
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kmVec3 normal = {plane.a, plane.b, plane.c};
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kmVec3Normalize(&normal, &normal);
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kmVec3 positivePoint = aabb.getPositivePoint(normal);
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kmVec3 negativePoint = aabb.getNegativePoint(normal);
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if(kmPlaneDotCoord(&plane, &positivePoint) < 0)
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return IntersectResult::OUTSIDE;
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if(kmPlaneDotCoord(&plane, &negativePoint) < 0)
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result = IntersectResult::INTERSECT;
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}
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return result;
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}
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Frustum::IntersectResult Frustum::intersectSphere(const kmVec3& center, float radius) const
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{
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IntersectResult result = IntersectResult::INSIDE;
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int indexFirst = static_cast<int>(FrustumPlane::FRUSTUM_NEAR);
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int indexNumber = static_cast<int>(FrustumPlane::FRUSTUM_NUMBER);
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for(int planeIndex = indexFirst; planeIndex < indexNumber; ++planeIndex)
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{
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kmPlane plane = _frustumPlanes[static_cast<FrustumPlane>(planeIndex)];
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kmVec3 normal = {plane.a, plane.b, plane.c};
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float distance = kmPlaneDotCoord(&plane, ¢er);
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distance = distance / kmVec3Length(&normal);
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if(distance < -radius) return IntersectResult::OUTSIDE;
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if(distance <= radius && distance >= -radius) result = IntersectResult::INTERSECT;
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}
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return result;
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}
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NS_CC_END
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