Files
LuaCsForBarotraumaEP/Libraries/MonoGame.Framework/Src/MonoGame.Framework/BoundingFrustum.cs
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2019-06-25 16:00:44 +03:00

579 lines
24 KiB
C#

// MIT License - Copyright (C) The Mono.Xna Team
// This file is subject to the terms and conditions defined in
// file 'LICENSE.txt', which is part of this source code package.
using System;
using System.Diagnostics;
namespace Microsoft.Xna.Framework
{
/// <summary>
/// Defines a viewing frustum for intersection operations.
/// </summary>
[DebuggerDisplay("{DebugDisplayString,nq}")]
public class BoundingFrustum : IEquatable<BoundingFrustum>
{
#region Private Fields
private Matrix _matrix;
private readonly Vector3[] _corners = new Vector3[CornerCount];
private readonly Plane[] _planes = new Plane[PlaneCount];
#endregion
#region Public Fields
/// <summary>
/// The number of planes in the frustum.
/// </summary>
public const int PlaneCount = 6;
/// <summary>
/// The number of corner points in the frustum.
/// </summary>
public const int CornerCount = 8;
#endregion
#region Properties
/// <summary>
/// Gets or sets the <see cref="Matrix"/> of the frustum.
/// </summary>
public Matrix Matrix
{
get { return this._matrix; }
set
{
this._matrix = value;
this.CreatePlanes(); // FIXME: The odds are the planes will be used a lot more often than the matrix
this.CreateCorners(); // is updated, so this should help performance. I hope ;)
}
}
/// <summary>
/// Gets the near plane of the frustum.
/// </summary>
public Plane Near
{
get { return this._planes[0]; }
}
/// <summary>
/// Gets the far plane of the frustum.
/// </summary>
public Plane Far
{
get { return this._planes[1]; }
}
/// <summary>
/// Gets the left plane of the frustum.
/// </summary>
public Plane Left
{
get { return this._planes[2]; }
}
/// <summary>
/// Gets the right plane of the frustum.
/// </summary>
public Plane Right
{
get { return this._planes[3]; }
}
/// <summary>
/// Gets the top plane of the frustum.
/// </summary>
public Plane Top
{
get { return this._planes[4]; }
}
/// <summary>
/// Gets the bottom plane of the frustum.
/// </summary>
public Plane Bottom
{
get { return this._planes[5]; }
}
#endregion
#region Internal Properties
internal string DebugDisplayString
{
get
{
return string.Concat(
"Near( ", this._planes[0].DebugDisplayString, " ) \r\n",
"Far( ", this._planes[1].DebugDisplayString, " ) \r\n",
"Left( ", this._planes[2].DebugDisplayString, " ) \r\n",
"Right( ", this._planes[3].DebugDisplayString, " ) \r\n",
"Top( ", this._planes[4].DebugDisplayString, " ) \r\n",
"Bottom( ", this._planes[5].DebugDisplayString, " ) "
);
}
}
#endregion
#region Constructors
/// <summary>
/// Constructs the frustum by extracting the view planes from a matrix.
/// </summary>
/// <param name="value">Combined matrix which usually is (View * Projection).</param>
public BoundingFrustum(Matrix value)
{
this._matrix = value;
this.CreatePlanes();
this.CreateCorners();
}
#endregion
#region Operators
/// <summary>
/// Compares whether two <see cref="BoundingFrustum"/> instances are equal.
/// </summary>
/// <param name="a"><see cref="BoundingFrustum"/> instance on the left of the equal sign.</param>
/// <param name="b"><see cref="BoundingFrustum"/> instance on the right of the equal sign.</param>
/// <returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
public static bool operator ==(BoundingFrustum a, BoundingFrustum b)
{
if (Equals(a, null))
return (Equals(b, null));
if (Equals(b, null))
return (Equals(a, null));
return a._matrix == (b._matrix);
}
/// <summary>
/// Compares whether two <see cref="BoundingFrustum"/> instances are not equal.
/// </summary>
/// <param name="a"><see cref="BoundingFrustum"/> instance on the left of the not equal sign.</param>
/// <param name="b"><see cref="BoundingFrustum"/> instance on the right of the not equal sign.</param>
/// <returns><c>true</c> if the instances are not equal; <c>false</c> otherwise.</returns>
public static bool operator !=(BoundingFrustum a, BoundingFrustum b)
{
return !(a == b);
}
#endregion
#region Public Methods
#region Contains
/// <summary>
/// Containment test between this <see cref="BoundingFrustum"/> and specified <see cref="BoundingBox"/>.
/// </summary>
/// <param name="box">A <see cref="BoundingBox"/> for testing.</param>
/// <returns>Result of testing for containment between this <see cref="BoundingFrustum"/> and specified <see cref="BoundingBox"/>.</returns>
public ContainmentType Contains(BoundingBox box)
{
var result = default(ContainmentType);
this.Contains(ref box, out result);
return result;
}
/// <summary>
/// Containment test between this <see cref="BoundingFrustum"/> and specified <see cref="BoundingBox"/>.
/// </summary>
/// <param name="box">A <see cref="BoundingBox"/> for testing.</param>
/// <param name="result">Result of testing for containment between this <see cref="BoundingFrustum"/> and specified <see cref="BoundingBox"/> as an output parameter.</param>
public void Contains(ref BoundingBox box, out ContainmentType result)
{
var intersects = false;
for (var i = 0; i < PlaneCount; ++i)
{
var planeIntersectionType = default(PlaneIntersectionType);
box.Intersects(ref this._planes[i], out planeIntersectionType);
switch (planeIntersectionType)
{
case PlaneIntersectionType.Front:
result = ContainmentType.Disjoint;
return;
case PlaneIntersectionType.Intersecting:
intersects = true;
break;
}
}
result = intersects ? ContainmentType.Intersects : ContainmentType.Contains;
}
/// <summary>
/// Containment test between this <see cref="BoundingFrustum"/> and specified <see cref="BoundingFrustum"/>.
/// </summary>
/// <param name="frustum">A <see cref="BoundingFrustum"/> for testing.</param>
/// <returns>Result of testing for containment between this <see cref="BoundingFrustum"/> and specified <see cref="BoundingFrustum"/>.</returns>
public ContainmentType Contains(BoundingFrustum frustum)
{
if (this == frustum) // We check to see if the two frustums are equal
return ContainmentType.Contains;// If they are, there's no need to go any further.
var intersects = false;
for (var i = 0; i < PlaneCount; ++i)
{
PlaneIntersectionType planeIntersectionType;
frustum.Intersects(ref _planes[i], out planeIntersectionType);
switch (planeIntersectionType)
{
case PlaneIntersectionType.Front:
return ContainmentType.Disjoint;
case PlaneIntersectionType.Intersecting:
intersects = true;
break;
}
}
return intersects ? ContainmentType.Intersects : ContainmentType.Contains;
}
/// <summary>
/// Containment test between this <see cref="BoundingFrustum"/> and specified <see cref="BoundingSphere"/>.
/// </summary>
/// <param name="sphere">A <see cref="BoundingSphere"/> for testing.</param>
/// <returns>Result of testing for containment between this <see cref="BoundingFrustum"/> and specified <see cref="BoundingSphere"/>.</returns>
public ContainmentType Contains(BoundingSphere sphere)
{
var result = default(ContainmentType);
this.Contains(ref sphere, out result);
return result;
}
/// <summary>
/// Containment test between this <see cref="BoundingFrustum"/> and specified <see cref="BoundingSphere"/>.
/// </summary>
/// <param name="sphere">A <see cref="BoundingSphere"/> for testing.</param>
/// <param name="result">Result of testing for containment between this <see cref="BoundingFrustum"/> and specified <see cref="BoundingSphere"/> as an output parameter.</param>
public void Contains(ref BoundingSphere sphere, out ContainmentType result)
{
var intersects = false;
for (var i = 0; i < PlaneCount; ++i)
{
var planeIntersectionType = default(PlaneIntersectionType);
// TODO: we might want to inline this for performance reasons
sphere.Intersects(ref this._planes[i], out planeIntersectionType);
switch (planeIntersectionType)
{
case PlaneIntersectionType.Front:
result = ContainmentType.Disjoint;
return;
case PlaneIntersectionType.Intersecting:
intersects = true;
break;
}
}
result = intersects ? ContainmentType.Intersects : ContainmentType.Contains;
}
/// <summary>
/// Containment test between this <see cref="BoundingFrustum"/> and specified <see cref="Vector3"/>.
/// </summary>
/// <param name="point">A <see cref="Vector3"/> for testing.</param>
/// <returns>Result of testing for containment between this <see cref="BoundingFrustum"/> and specified <see cref="Vector3"/>.</returns>
public ContainmentType Contains(Vector3 point)
{
var result = default(ContainmentType);
this.Contains(ref point, out result);
return result;
}
/// <summary>
/// Containment test between this <see cref="BoundingFrustum"/> and specified <see cref="Vector3"/>.
/// </summary>
/// <param name="point">A <see cref="Vector3"/> for testing.</param>
/// <param name="result">Result of testing for containment between this <see cref="BoundingFrustum"/> and specified <see cref="Vector3"/> as an output parameter.</param>
public void Contains(ref Vector3 point, out ContainmentType result)
{
for (var i = 0; i < PlaneCount; ++i)
{
// TODO: we might want to inline this for performance reasons
if (PlaneHelper.ClassifyPoint(ref point, ref this._planes[i]) > 0)
{
result = ContainmentType.Disjoint;
return;
}
}
result = ContainmentType.Contains;
}
#endregion
/// <summary>
/// Compares whether current instance is equal to specified <see cref="BoundingFrustum"/>.
/// </summary>
/// <param name="other">The <see cref="BoundingFrustum"/> to compare.</param>
/// <returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
public bool Equals(BoundingFrustum other)
{
return (this == other);
}
/// <summary>
/// Compares whether current instance is equal to specified <see cref="BoundingFrustum"/>.
/// </summary>
/// <param name="obj">The <see cref="Object"/> to compare.</param>
/// <returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
public override bool Equals(object obj)
{
return (obj is BoundingFrustum) && this == ((BoundingFrustum)obj);
}
/// <summary>
/// Returns a copy of internal corners array.
/// </summary>
/// <returns>The array of corners.</returns>
public Vector3[] GetCorners()
{
return (Vector3[])this._corners.Clone();
}
/// <summary>
/// Returns a copy of internal corners array.
/// </summary>
/// <param name="corners">The array which values will be replaced to corner values of this instance. It must have size of <see cref="BoundingFrustum.CornerCount"/>.</param>
public void GetCorners(Vector3[] corners)
{
if (corners == null) throw new ArgumentNullException("corners");
if (corners.Length < CornerCount) throw new ArgumentOutOfRangeException("corners");
this._corners.CopyTo(corners, 0);
}
/// <summary>
/// Gets the hash code of this <see cref="BoundingFrustum"/>.
/// </summary>
/// <returns>Hash code of this <see cref="BoundingFrustum"/>.</returns>
public override int GetHashCode()
{
return this._matrix.GetHashCode();
}
/// <summary>
/// Gets whether or not a specified <see cref="BoundingBox"/> intersects with this <see cref="BoundingFrustum"/>.
/// </summary>
/// <param name="box">A <see cref="BoundingBox"/> for intersection test.</param>
/// <returns><c>true</c> if specified <see cref="BoundingBox"/> intersects with this <see cref="BoundingFrustum"/>; <c>false</c> otherwise.</returns>
public bool Intersects(BoundingBox box)
{
var result = false;
this.Intersects(ref box, out result);
return result;
}
/// <summary>
/// Gets whether or not a specified <see cref="BoundingBox"/> intersects with this <see cref="BoundingFrustum"/>.
/// </summary>
/// <param name="box">A <see cref="BoundingBox"/> for intersection test.</param>
/// <param name="result"><c>true</c> if specified <see cref="BoundingBox"/> intersects with this <see cref="BoundingFrustum"/>; <c>false</c> otherwise as an output parameter.</param>
public void Intersects(ref BoundingBox box, out bool result)
{
var containment = default(ContainmentType);
this.Contains(ref box, out containment);
result = containment != ContainmentType.Disjoint;
}
/// <summary>
/// Gets whether or not a specified <see cref="BoundingFrustum"/> intersects with this <see cref="BoundingFrustum"/>.
/// </summary>
/// <param name="frustum">An other <see cref="BoundingFrustum"/> for intersection test.</param>
/// <returns><c>true</c> if other <see cref="BoundingFrustum"/> intersects with this <see cref="BoundingFrustum"/>; <c>false</c> otherwise.</returns>
public bool Intersects(BoundingFrustum frustum)
{
return Contains(frustum) != ContainmentType.Disjoint;
}
/// <summary>
/// Gets whether or not a specified <see cref="BoundingSphere"/> intersects with this <see cref="BoundingFrustum"/>.
/// </summary>
/// <param name="sphere">A <see cref="BoundingSphere"/> for intersection test.</param>
/// <returns><c>true</c> if specified <see cref="BoundingSphere"/> intersects with this <see cref="BoundingFrustum"/>; <c>false</c> otherwise.</returns>
public bool Intersects(BoundingSphere sphere)
{
var result = default(bool);
this.Intersects(ref sphere, out result);
return result;
}
/// <summary>
/// Gets whether or not a specified <see cref="BoundingSphere"/> intersects with this <see cref="BoundingFrustum"/>.
/// </summary>
/// <param name="sphere">A <see cref="BoundingSphere"/> for intersection test.</param>
/// <param name="result"><c>true</c> if specified <see cref="BoundingSphere"/> intersects with this <see cref="BoundingFrustum"/>; <c>false</c> otherwise as an output parameter.</param>
public void Intersects(ref BoundingSphere sphere, out bool result)
{
var containment = default(ContainmentType);
this.Contains(ref sphere, out containment);
result = containment != ContainmentType.Disjoint;
}
/// <summary>
/// Gets type of intersection between specified <see cref="Plane"/> and this <see cref="BoundingFrustum"/>.
/// </summary>
/// <param name="plane">A <see cref="Plane"/> for intersection test.</param>
/// <returns>A plane intersection type.</returns>
public PlaneIntersectionType Intersects(Plane plane)
{
PlaneIntersectionType result;
Intersects(ref plane, out result);
return result;
}
/// <summary>
/// Gets type of intersection between specified <see cref="Plane"/> and this <see cref="BoundingFrustum"/>.
/// </summary>
/// <param name="plane">A <see cref="Plane"/> for intersection test.</param>
/// <param name="result">A plane intersection type as an output parameter.</param>
public void Intersects(ref Plane plane, out PlaneIntersectionType result)
{
result = plane.Intersects(ref _corners[0]);
for (int i = 1; i < _corners.Length; i++)
if (plane.Intersects(ref _corners[i]) != result)
result = PlaneIntersectionType.Intersecting;
}
/// <summary>
/// Gets the distance of intersection of <see cref="Ray"/> and this <see cref="BoundingFrustum"/> or null if no intersection happens.
/// </summary>
/// <param name="ray">A <see cref="Ray"/> for intersection test.</param>
/// <returns>Distance at which ray intersects with this <see cref="BoundingFrustum"/> or null if no intersection happens.</returns>
public float? Intersects(Ray ray)
{
float? result;
Intersects(ref ray, out result);
return result;
}
/// <summary>
/// Gets the distance of intersection of <see cref="Ray"/> and this <see cref="BoundingFrustum"/> or null if no intersection happens.
/// </summary>
/// <param name="ray">A <see cref="Ray"/> for intersection test.</param>
/// <param name="result">Distance at which ray intersects with this <see cref="BoundingFrustum"/> or null if no intersection happens as an output parameter.</param>
public void Intersects(ref Ray ray, out float? result)
{
ContainmentType ctype;
this.Contains(ref ray.Position, out ctype);
switch (ctype)
{
case ContainmentType.Disjoint:
result = null;
return;
case ContainmentType.Contains:
result = 0.0f;
return;
case ContainmentType.Intersects:
throw new NotImplementedException();
default:
throw new ArgumentOutOfRangeException();
}
}
/// <summary>
/// Returns a <see cref="String"/> representation of this <see cref="BoundingFrustum"/> in the format:
/// {Near:[nearPlane] Far:[farPlane] Left:[leftPlane] Right:[rightPlane] Top:[topPlane] Bottom:[bottomPlane]}
/// </summary>
/// <returns><see cref="String"/> representation of this <see cref="BoundingFrustum"/>.</returns>
public override string ToString()
{
return "{Near: " + this._planes[0] +
" Far:" + this._planes[1] +
" Left:" + this._planes[2] +
" Right:" + this._planes[3] +
" Top:" + this._planes[4] +
" Bottom:" + this._planes[5] +
"}";
}
#endregion
#region Private Methods
private void CreateCorners()
{
IntersectionPoint(ref this._planes[0], ref this._planes[2], ref this._planes[4], out this._corners[0]);
IntersectionPoint(ref this._planes[0], ref this._planes[3], ref this._planes[4], out this._corners[1]);
IntersectionPoint(ref this._planes[0], ref this._planes[3], ref this._planes[5], out this._corners[2]);
IntersectionPoint(ref this._planes[0], ref this._planes[2], ref this._planes[5], out this._corners[3]);
IntersectionPoint(ref this._planes[1], ref this._planes[2], ref this._planes[4], out this._corners[4]);
IntersectionPoint(ref this._planes[1], ref this._planes[3], ref this._planes[4], out this._corners[5]);
IntersectionPoint(ref this._planes[1], ref this._planes[3], ref this._planes[5], out this._corners[6]);
IntersectionPoint(ref this._planes[1], ref this._planes[2], ref this._planes[5], out this._corners[7]);
}
private void CreatePlanes()
{
this._planes[0] = new Plane(-this._matrix.M13, -this._matrix.M23, -this._matrix.M33, -this._matrix.M43);
this._planes[1] = new Plane(this._matrix.M13 - this._matrix.M14, this._matrix.M23 - this._matrix.M24, this._matrix.M33 - this._matrix.M34, this._matrix.M43 - this._matrix.M44);
this._planes[2] = new Plane(-this._matrix.M14 - this._matrix.M11, -this._matrix.M24 - this._matrix.M21, -this._matrix.M34 - this._matrix.M31, -this._matrix.M44 - this._matrix.M41);
this._planes[3] = new Plane(this._matrix.M11 - this._matrix.M14, this._matrix.M21 - this._matrix.M24, this._matrix.M31 - this._matrix.M34, this._matrix.M41 - this._matrix.M44);
this._planes[4] = new Plane(this._matrix.M12 - this._matrix.M14, this._matrix.M22 - this._matrix.M24, this._matrix.M32 - this._matrix.M34, this._matrix.M42 - this._matrix.M44);
this._planes[5] = new Plane(-this._matrix.M14 - this._matrix.M12, -this._matrix.M24 - this._matrix.M22, -this._matrix.M34 - this._matrix.M32, -this._matrix.M44 - this._matrix.M42);
this.NormalizePlane(ref this._planes[0]);
this.NormalizePlane(ref this._planes[1]);
this.NormalizePlane(ref this._planes[2]);
this.NormalizePlane(ref this._planes[3]);
this.NormalizePlane(ref this._planes[4]);
this.NormalizePlane(ref this._planes[5]);
}
private static void IntersectionPoint(ref Plane a, ref Plane b, ref Plane c, out Vector3 result)
{
// 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;
Vector3 cross;
Vector3.Cross(ref b.Normal, ref c.Normal, out cross);
float f;
Vector3.Dot(ref a.Normal, ref cross, out f);
f *= -1.0f;
Vector3.Cross(ref b.Normal, ref c.Normal, out cross);
Vector3.Multiply(ref cross, a.D, out v1);
//v1 = (a.D * (Vector3.Cross(b.Normal, c.Normal)));
Vector3.Cross(ref c.Normal, ref a.Normal, out cross);
Vector3.Multiply(ref cross, b.D, out v2);
//v2 = (b.D * (Vector3.Cross(c.Normal, a.Normal)));
Vector3.Cross(ref a.Normal, ref b.Normal, out cross);
Vector3.Multiply(ref cross, c.D, out v3);
//v3 = (c.D * (Vector3.Cross(a.Normal, b.Normal)));
result.X = (v1.X + v2.X + v3.X) / f;
result.Y = (v1.Y + v2.Y + v3.Y) / f;
result.Z = (v1.Z + v2.Z + v3.Z) / f;
}
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;
}
#endregion
}
}