Beispiel #1
0
        public static void ComputePerspectiveFrustumCorners(
            ref Vector3 viewPosition,
            ref Vector3 viewDirection,
            ref Vector3 globalUpDirection,
            float fov,
            float nearDistance,
            float farDistance,
            float aspectRatio,
            out FrustumCorners corners)
        {
            float nearHeight = (float)(2 * Math.Tan(fov / 2.0) * nearDistance);
            float nearWidth  = nearHeight * aspectRatio;
            float farHeight  = (float)(2 * Math.Tan(fov / 2.0) * farDistance);
            float farWidth   = farHeight * aspectRatio;

            Vector3 right = Vector3.Normalize(Vector3.Cross(viewDirection, globalUpDirection));
            Vector3 up    = Vector3.Normalize(Vector3.Cross(right, viewDirection));

            Vector3 nearCenter = viewPosition + viewDirection * nearDistance;
            Vector3 farCenter  = viewPosition + viewDirection * farDistance;

            corners.NearTopLeft     = nearCenter - ((nearWidth / 2f) * right) + ((nearHeight / 2) * up);
            corners.NearTopRight    = nearCenter + ((nearWidth / 2f) * right) + ((nearHeight / 2) * up);
            corners.NearBottomLeft  = nearCenter - ((nearWidth / 2f) * right) - ((nearHeight / 2) * up);
            corners.NearBottomRight = nearCenter + ((nearWidth / 2f) * right) - ((nearHeight / 2) * up);

            corners.FarTopLeft     = farCenter - ((farWidth / 2f) * right) + ((farHeight / 2) * up);
            corners.FarTopRight    = farCenter + ((farWidth / 2f) * right) + ((farHeight / 2) * up);
            corners.FarBottomLeft  = farCenter - ((farWidth / 2f) * right) - ((farHeight / 2) * up);
            corners.FarBottomRight = farCenter + ((farWidth / 2f) * right) - ((farHeight / 2) * up);
        }
Beispiel #2
0
        public unsafe ContainmentType Contains(ref BoundingFrustum other)
        {
            int            pointsContained = 0;
            FrustumCorners corners         = other.GetCorners();
            Vector3 *      cornersPtr      = (Vector3 *)&corners;

            for (int i = 0; i < 8; i++)
            {
                if (Contains(&cornersPtr[i]) != ContainmentType.Disjoint)
                {
                    pointsContained++;
                }
            }

            if (pointsContained == 8)
            {
                return(ContainmentType.Contains);
            }
            else if (pointsContained == 0)
            {
                return(ContainmentType.Disjoint);
            }
            else
            {
                return(ContainmentType.Intersects);
            }
        }
Beispiel #3
0
 public void GetCorners(out FrustumCorners corners)
 {
     PlaneIntersection(ref _planes.Near, ref _planes.Top, ref _planes.Left, out corners.NearTopLeft);
     PlaneIntersection(ref _planes.Near, ref _planes.Top, ref _planes.Right, out corners.NearTopRight);
     PlaneIntersection(ref _planes.Near, ref _planes.Bottom, ref _planes.Left, out corners.NearBottomLeft);
     PlaneIntersection(ref _planes.Near, ref _planes.Bottom, ref _planes.Right, out corners.NearBottomRight);
     PlaneIntersection(ref _planes.Far, ref _planes.Top, ref _planes.Left, out corners.FarTopLeft);
     PlaneIntersection(ref _planes.Far, ref _planes.Top, ref _planes.Right, out corners.FarTopRight);
     PlaneIntersection(ref _planes.Far, ref _planes.Bottom, ref _planes.Left, out corners.FarBottomLeft);
     PlaneIntersection(ref _planes.Far, ref _planes.Bottom, ref _planes.Right, out corners.FarBottomRight);
 }
Beispiel #4
0
        public static unsafe void ComputeOrthographicBoundsForPerpectiveFrustum(
            ref FrustumCorners corners,
            ref Vector3 lightDir,
            float cameraFarDistance,
            out Matrix4x4 lightView,
            out OrthographicBounds bounds)
        {
            float   nearClipOffset = 40.0f;
            Vector3 centroid       =
                (corners.NearTopLeft + corners.NearTopRight + corners.NearBottomLeft + corners.NearBottomRight
                 + corners.FarTopLeft + corners.FarTopRight + corners.FarBottomLeft + corners.FarBottomRight)
                / 8f;
            Vector3 lightOrigin = centroid - (lightDir * (cameraFarDistance + nearClipOffset));

            lightView = Matrix4x4.CreateLookAt(lightOrigin, centroid, Vector3.UnitY);

            float *  lightSpaceCornerFloats = stackalloc float[3 * 8];
            Vector3 *lightSpaceCorners      = (Vector3 *)lightSpaceCornerFloats;

            // Light-view-space
            lightSpaceCorners[0] = Vector3.Transform(corners.NearTopLeft, lightView);
            lightSpaceCorners[1] = Vector3.Transform(corners.NearTopRight, lightView);
            lightSpaceCorners[2] = Vector3.Transform(corners.NearBottomLeft, lightView);
            lightSpaceCorners[3] = Vector3.Transform(corners.NearBottomRight, lightView);

            lightSpaceCorners[4] = Vector3.Transform(corners.FarTopLeft, lightView);
            lightSpaceCorners[5] = Vector3.Transform(corners.FarTopRight, lightView);
            lightSpaceCorners[6] = Vector3.Transform(corners.FarBottomLeft, lightView);
            lightSpaceCorners[7] = Vector3.Transform(corners.FarBottomRight, lightView);

            bounds.MinX = lightSpaceCorners[0].X;
            bounds.MaxX = lightSpaceCorners[0].X;
            bounds.MinY = lightSpaceCorners[0].Y;
            bounds.MaxY = lightSpaceCorners[0].Y;
            bounds.MinZ = lightSpaceCorners[0].Z;
            bounds.MaxZ = lightSpaceCorners[0].Z;

            for (int i = 1; i < 8; i++)
            {
                if (lightSpaceCorners[i].X < bounds.MinX)
                {
                    bounds.MinX = lightSpaceCorners[i].X;
                }
                if (lightSpaceCorners[i].X > bounds.MaxX)
                {
                    bounds.MaxX = lightSpaceCorners[i].X;
                }

                if (lightSpaceCorners[i].Y < bounds.MinY)
                {
                    bounds.MinY = lightSpaceCorners[i].Y;
                }
                if (lightSpaceCorners[i].Y > bounds.MaxY)
                {
                    bounds.MaxY = lightSpaceCorners[i].Y;
                }

                if (lightSpaceCorners[i].Z < bounds.MinZ)
                {
                    bounds.MinZ = lightSpaceCorners[i].Z;
                }
                if (lightSpaceCorners[i].Z > bounds.MaxZ)
                {
                    bounds.MaxZ = lightSpaceCorners[i].Z;
                }
            }
        }