Improved Plane, fixed Frustum computation from Matrix4, implemented Frustum contains() tests.

This commit is contained in:
Dzmitry Malyshau 2015-03-14 01:31:29 +03:00
parent 715f3b7157
commit fa3aacafcf
4 changed files with 95 additions and 17 deletions

View file

@ -16,14 +16,15 @@
//! View frustum for visibility determination
use array::Array2;
use bound::*;
use matrix::Matrix4;
use num::BaseFloat;
use plane::Plane;
use point::Point3;
use vector::{Vector, EuclideanVector};
#[derive(Copy, Clone, PartialEq, RustcEncodable, RustcDecodable)]
pub struct Frustum<S> {
#[derive(Copy, Clone, Debug, PartialEq, RustcEncodable, RustcDecodable)]
pub struct Frustum<S: BaseFloat> {
pub left: Plane<S>,
pub right: Plane<S>,
pub bottom: Plane<S>,
@ -34,7 +35,7 @@ pub struct Frustum<S> {
impl<S: BaseFloat + 'static>
Frustum<S> {
/// Constructs a frustum
/// Construct a frustum.
pub fn new(left: Plane<S>, right: Plane<S>,
bottom: Plane<S>, top: Plane<S>,
near: Plane<S>, far: Plane<S>) -> Frustum<S> {
@ -48,14 +49,38 @@ Frustum<S> {
}
}
/// Extracts frustum planes from a projection matrix
pub fn from_matrix4(mat: Matrix4<S>) -> Frustum<S> {
Frustum::new(Plane::from_vector4(mat.row(3).add_v(&mat.row(0)).normalize()),
Plane::from_vector4(mat.row(3).sub_v(&mat.row(0)).normalize()),
Plane::from_vector4(mat.row(3).add_v(&mat.row(1)).normalize()),
Plane::from_vector4(mat.row(3).sub_v(&mat.row(1)).normalize()),
Plane::from_vector4(mat.row(3).add_v(&mat.row(2)).normalize()),
Plane::from_vector4(mat.row(3).sub_v(&mat.row(2)).normalize()))
/// Extract frustum planes from a projection matrix.
pub fn from_matrix4(mat: Matrix4<S>) -> Option<Frustum<S>> {
Some(Frustum::new(
match Plane::from_vector4_alt(mat.row(3).add_v(&mat.row(0))).normalize()
{ Some(p) => p, None => return None },
match Plane::from_vector4_alt(mat.row(3).sub_v(&mat.row(0))).normalize()
{ Some(p) => p, None => return None },
match Plane::from_vector4_alt(mat.row(3).add_v(&mat.row(1))).normalize()
{ Some(p) => p, None => return None },
match Plane::from_vector4_alt(mat.row(3).sub_v(&mat.row(1))).normalize()
{ Some(p) => p, None => return None },
match Plane::from_vector4_alt(mat.row(3).add_v(&mat.row(2))).normalize()
{ Some(p) => p, None => return None },
match Plane::from_vector4_alt(mat.row(3).sub_v(&mat.row(2))).normalize()
{ Some(p) => p, None => return None }
))
}
/// Find the spatial relation of a bound inside this frustum.
pub fn contains<B: Bound<S>>(&self, bound: &B) -> Relation {
[&self.left, &self.right, &self.top, &self.bottom, &self.near, &self.far]
.iter().fold(Relation::In, |cur, p| {
let r = bound.relate(p);
// if we see Cross, then the result is Cross
// if we see In, then we keep the old result
// otherwise, take the current result
if cur == Relation::Cross || r == Relation::In {
cur
}else {
r
}
})
}
}

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@ -17,7 +17,7 @@ use std::fmt;
use approx::ApproxEq;
use intersect::Intersect;
use num::{BaseFloat, Zero, zero};
use num::{BaseFloat, one, Zero, zero};
use point::{Point, Point3};
use ray::Ray3;
use vector::{Vector3, Vector4};
@ -65,9 +65,13 @@ impl<S: BaseFloat> Plane<S> {
/// Construct a plane from the components of a four-dimensional vector
pub fn from_vector4(v: Vector4<S>) -> Plane<S> {
match v {
Vector4 { x, y, z, w } => Plane { n: Vector3::new(x, y, z), d: w },
}
Plane { n: Vector3::new(v.x, v.y, v.z), d: v.w }
}
/// Construct a plane from the components of a four-dimensional vector
/// Assuming alternative representation: `A*x + B*y + C*z + D = 0`
pub fn from_vector4_alt(v: Vector4<S>) -> Plane<S> {
Plane { n: Vector3::new(v.x, v.y, v.z), d: -v.w }
}
/// Constructs a plane that passes through the the three points `a`, `b` and `c`
@ -94,6 +98,15 @@ impl<S: BaseFloat> Plane<S> {
pub fn from_point_normal(p: Point3<S>, n: Vector3<S>) -> Plane<S> {
Plane { n: n, d: p.dot(&n) }
}
/// Normalize a plane.
pub fn normalize(&self) -> Option<Plane<S>> {
if self.n.approx_eq(&zero()) { None }
else {
let denom = one::<S>() / self.n.length();
Some(Plane::new(self.n.mul_s(denom), self.d*denom))
}
}
}
impl<S: BaseFloat> Intersect<Option<Point3<S>>> for (Plane<S>, Ray3<S>) {

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@ -97,7 +97,7 @@ impl<S: BaseFloat, A: Angle<S>> PerspectiveFov<S, A> {
impl<S: BaseFloat + 'static, A: Angle<S>> Projection<S> for PerspectiveFov<S, A> {
fn to_frustum(&self) -> Frustum<S> {
// TODO: Could this be faster?
Frustum::from_matrix4(self.to_matrix4())
Frustum::from_matrix4(self.to_matrix4()).unwrap()
}
}
@ -153,7 +153,7 @@ pub struct Perspective<S> {
impl<S: BaseFloat + 'static> Projection<S> for Perspective<S> {
fn to_frustum(&self) -> Frustum<S> {
// TODO: Could this be faster?
Frustum::from_matrix4(self.to_matrix4())
Frustum::from_matrix4(self.to_matrix4()).unwrap()
}
}

40
tests/frustum.rs Normal file
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@ -0,0 +1,40 @@
// Copyright 2015 The CGMath Developers. For a full listing of the authors,
// refer to the AUTHORS file at the top-level directory of this distribution.
//
// 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.
extern crate cgmath;
use cgmath::{PerspectiveFov, Point3, Projection, Relation, Sphere, rad};
#[test]
fn test_contains() {
let frustum = PerspectiveFov {
fovy: rad(1f32),
aspect: 1f32,
near: 1f32,
far: 10f32,
}.to_frustum();
assert_eq!(frustum.contains(&Sphere {
center: Point3::new(0f32, 0f32, -5f32),
radius: 1f32,
}), Relation::In);
assert_eq!(frustum.contains(&Sphere {
center: Point3::new(0f32, 3f32, -5f32),
radius: 1f32,
}), Relation::Cross);
assert_eq!(frustum.contains(&Sphere {
center: Point3::new(0f32, 0f32, 5f32),
radius: 1f32,
}), Relation::Out);
}