[855] | 1 | /////////////////////////////////////////////////////////////////////////// |
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| 2 | // |
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| 3 | // Copyright (c) 2002, Industrial Light & Magic, a division of Lucas |
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| 4 | // Digital Ltd. LLC |
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| 5 | // |
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| 6 | // All rights reserved. |
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| 7 | // |
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| 8 | // Redistribution and use in source and binary forms, with or without |
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| 9 | // modification, are permitted provided that the following conditions are |
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| 10 | // met: |
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| 11 | // * Redistributions of source code must retain the above copyright |
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| 12 | // notice, this list of conditions and the following disclaimer. |
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| 13 | // * Redistributions in binary form must reproduce the above |
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| 14 | // copyright notice, this list of conditions and the following disclaimer |
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| 15 | // in the documentation and/or other materials provided with the |
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| 16 | // distribution. |
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| 17 | // * Neither the name of Industrial Light & Magic nor the names of |
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| 18 | // its contributors may be used to endorse or promote products derived |
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| 19 | // from this software without specific prior written permission. |
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| 20 | // |
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| 21 | // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
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| 22 | // "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
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| 23 | // LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR |
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| 24 | // A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT |
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| 25 | // OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
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| 26 | // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT |
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| 27 | // LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, |
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| 28 | // DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY |
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| 29 | // THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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| 30 | // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
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| 31 | // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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| 32 | // |
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| 33 | /////////////////////////////////////////////////////////////////////////// |
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| 34 | |
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| 35 | |
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| 36 | |
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| 37 | #ifndef INCLUDED_IMATHFRUSTUM_H |
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| 38 | #define INCLUDED_IMATHFRUSTUM_H |
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| 39 | |
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| 40 | |
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| 41 | #include <ImathVec.h> |
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| 42 | #include <ImathPlane.h> |
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| 43 | #include <ImathLine.h> |
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| 44 | #include <ImathMatrix.h> |
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| 45 | #include <ImathLimits.h> |
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| 46 | #include <ImathFun.h> |
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| 47 | #include <IexMathExc.h> |
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| 48 | |
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| 49 | namespace Imath { |
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| 50 | |
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| 51 | // |
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| 52 | // template class Frustum<T> |
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| 53 | // |
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| 54 | // The frustum is always located with the eye point at the |
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| 55 | // origin facing down -Z. This makes the Frustum class |
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| 56 | // compatable with OpenGL (or anything that assumes a camera |
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| 57 | // looks down -Z, hence with a right-handed coordinate system) |
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| 58 | // but not with RenderMan which assumes the camera looks down |
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| 59 | // +Z. Additional functions are provided for conversion from |
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| 60 | // and from various camera coordinate spaces. |
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| 61 | // |
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| 62 | |
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| 63 | |
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| 64 | template<class T> |
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| 65 | class Frustum |
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| 66 | { |
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| 67 | public: |
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| 68 | Frustum(); |
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| 69 | Frustum(const Frustum &); |
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| 70 | Frustum(T near, T far, T left, T right, T top, T bottom, bool ortho=false); |
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| 71 | Frustum(T near, T far, T fovx, T fovy, T aspect); |
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| 72 | virtual ~Frustum(); |
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| 73 | |
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| 74 | //-------------------- |
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| 75 | // Assignment operator |
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| 76 | //-------------------- |
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| 77 | |
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| 78 | const Frustum &operator = (const Frustum &); |
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| 79 | |
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| 80 | //-------------------------------------------------------- |
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| 81 | // Set functions change the entire state of the Frustum |
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| 82 | //-------------------------------------------------------- |
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| 83 | |
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| 84 | void set(T near, T far, |
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| 85 | T left, T right, |
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| 86 | T top, T bottom, |
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| 87 | bool ortho=false); |
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| 88 | |
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| 89 | void set(T near, T far, T fovx, T fovy, T aspect); |
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| 90 | |
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| 91 | //------------------------------------------------------ |
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| 92 | // These functions modify an already valid frustum state |
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| 93 | //------------------------------------------------------ |
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| 94 | |
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| 95 | void modifyNearAndFar(T near, T far); |
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| 96 | void setOrthographic(bool); |
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| 97 | |
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| 98 | //-------------- |
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| 99 | // Access |
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| 100 | //-------------- |
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| 101 | |
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| 102 | bool orthographic() const { return _orthographic; } |
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| 103 | T near() const { return _near; } |
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| 104 | T far() const { return _far; } |
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| 105 | T left() const { return _left; } |
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| 106 | T right() const { return _right; } |
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| 107 | T bottom() const { return _bottom; } |
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| 108 | T top() const { return _top; } |
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| 109 | |
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| 110 | //----------------------------------------------------------------------- |
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| 111 | // Sets the planes in p to be the six bounding planes of the frustum, in |
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| 112 | // the following order: top, right, bottom, left, near, far. |
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| 113 | // Note that the planes have normals that point out of the frustum. |
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| 114 | // The version of this routine that takes a matrix applies that matrix |
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| 115 | // to transform the frustum before setting the planes. |
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| 116 | //----------------------------------------------------------------------- |
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| 117 | |
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| 118 | void planes(Plane3<T> p[6]); |
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| 119 | void planes(Plane3<T> p[6], const Matrix44<T> &M); |
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| 120 | |
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| 121 | //---------------------- |
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| 122 | // Derived Quantities |
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| 123 | //---------------------- |
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| 124 | |
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| 125 | T fovx() const; |
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| 126 | T fovy() const; |
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| 127 | T aspect() const; |
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| 128 | Matrix44<T> projectionMatrix() const; |
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| 129 | |
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| 130 | //----------------------------------------------------------------------- |
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| 131 | // Takes a rectangle in the screen space (i.e., -1 <= left <= right <= 1 |
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| 132 | // and -1 <= bottom <= top <= 1) of this Frustum, and returns a new |
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| 133 | // Frustum whose near clipping-plane window is that rectangle in local |
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| 134 | // space. |
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| 135 | //----------------------------------------------------------------------- |
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| 136 | |
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| 137 | Frustum<T> window(T left, T right, T top, T bottom) const; |
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| 138 | |
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| 139 | //---------------------------------------------------------- |
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| 140 | // Projection is in screen space / Conversion from Z-Buffer |
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| 141 | //---------------------------------------------------------- |
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| 142 | |
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| 143 | Line3<T> projectScreenToRay( const Vec2<T> & ) const; |
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| 144 | Vec2<T> projectPointToScreen( const Vec3<T> & ) const; |
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| 145 | |
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| 146 | T ZToDepth(long zval, long min, long max) const; |
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| 147 | T normalizedZToDepth(T zval) const; |
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| 148 | long DepthToZ(T depth, long zmin, long zmax) const; |
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| 149 | |
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| 150 | T worldRadius(const Vec3<T> &p, T radius) const; |
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| 151 | T screenRadius(const Vec3<T> &p, T radius) const; |
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| 152 | |
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| 153 | |
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| 154 | protected: |
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| 155 | |
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| 156 | Vec2<T> screenToLocal( const Vec2<T> & ) const; |
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| 157 | Vec2<T> localToScreen( const Vec2<T> & ) const; |
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| 158 | |
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| 159 | protected: |
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| 160 | T _near; |
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| 161 | T _far; |
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| 162 | T _left; |
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| 163 | T _right; |
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| 164 | T _top; |
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| 165 | T _bottom; |
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| 166 | bool _orthographic; |
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| 167 | }; |
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| 168 | |
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| 169 | |
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| 170 | template<class T> |
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| 171 | inline Frustum<T>::Frustum() |
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| 172 | { |
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| 173 | set(T (0.1), |
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| 174 | T (1000.0), |
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| 175 | T (-1.0), |
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| 176 | T (1.0), |
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| 177 | T (1.0), |
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| 178 | T (-1.0), |
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| 179 | false); |
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| 180 | } |
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| 181 | |
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| 182 | template<class T> |
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| 183 | inline Frustum<T>::Frustum(const Frustum &f) |
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| 184 | { |
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| 185 | *this = f; |
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| 186 | } |
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| 187 | |
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| 188 | template<class T> |
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| 189 | inline Frustum<T>::Frustum(T n, T f, T l, T r, T t, T b, bool o) |
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| 190 | { |
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| 191 | set(n,f,l,r,t,b,o); |
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| 192 | } |
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| 193 | |
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| 194 | template<class T> |
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| 195 | inline Frustum<T>::Frustum(T near, T far, T fovx, T fovy, T aspect) |
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| 196 | { |
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| 197 | set(near,far,fovx,fovy,aspect); |
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| 198 | } |
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| 199 | |
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| 200 | template<class T> |
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| 201 | Frustum<T>::~Frustum() |
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| 202 | { |
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| 203 | } |
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| 204 | |
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| 205 | template<class T> |
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| 206 | const Frustum<T> & |
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| 207 | Frustum<T>::operator = (const Frustum &f) |
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| 208 | { |
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| 209 | _near = f._near; |
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| 210 | _far = f._far; |
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| 211 | _left = f._left; |
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| 212 | _right = f._right; |
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| 213 | _top = f._top; |
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| 214 | _bottom = f._bottom; |
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| 215 | _orthographic = f._orthographic; |
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| 216 | |
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| 217 | return *this; |
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| 218 | } |
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| 219 | |
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| 220 | template<class T> |
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| 221 | void Frustum<T>::set(T n, T f, T l, T r, T t, T b, bool o) |
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| 222 | { |
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| 223 | _near = n; |
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| 224 | _far = f; |
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| 225 | _left = l; |
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| 226 | _right = r; |
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| 227 | _bottom = b; |
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| 228 | _top = t; |
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| 229 | _orthographic = o; |
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| 230 | } |
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| 231 | |
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| 232 | template<class T> |
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| 233 | void Frustum<T>::modifyNearAndFar(T n, T f) |
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| 234 | { |
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| 235 | if ( _orthographic ) |
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| 236 | { |
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| 237 | _near = n; |
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| 238 | } |
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| 239 | else |
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| 240 | { |
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| 241 | Line3<T> lowerLeft( Vec3<T>(0,0,0), Vec3<T>(_left,_bottom,-_near) ); |
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| 242 | Line3<T> upperRight( Vec3<T>(0,0,0), Vec3<T>(_right,_top,-_near) ); |
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| 243 | Plane3<T> nearPlane( Vec3<T>(0,0,-1), n ); |
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| 244 | |
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| 245 | Vec3<T> ll,ur; |
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| 246 | nearPlane.intersect(lowerLeft,ll); |
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| 247 | nearPlane.intersect(upperRight,ur); |
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| 248 | |
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| 249 | _left = ll.x; |
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| 250 | _right = ur.x; |
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| 251 | _top = ur.y; |
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| 252 | _bottom = ll.y; |
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| 253 | _near = n; |
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| 254 | _far = f; |
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| 255 | } |
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| 256 | |
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| 257 | _far = f; |
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| 258 | } |
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| 259 | |
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| 260 | template<class T> |
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| 261 | void Frustum<T>::setOrthographic(bool ortho) |
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| 262 | { |
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| 263 | _orthographic = ortho; |
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| 264 | } |
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| 265 | |
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| 266 | template<class T> |
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| 267 | void Frustum<T>::set(T near, T far, T fovx, T fovy, T aspect) |
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| 268 | { |
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| 269 | if (fovx != 0 && fovy != 0) |
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| 270 | throw Iex::ArgExc ("fovx and fovy cannot both be non-zero."); |
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| 271 | |
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| 272 | if (fovx != 0) |
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| 273 | { |
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| 274 | _right = near * Math<T>::tan(fovx/2.0); |
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| 275 | _left = -_right; |
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| 276 | _top = ((_right - _left)/aspect)/2.0; |
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| 277 | _bottom = -_top; |
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| 278 | } |
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| 279 | else |
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| 280 | { |
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| 281 | _top = near * Math<T>::tan(fovy/2.0); |
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| 282 | _bottom = -_top; |
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| 283 | _right = (_top - _bottom) * aspect / 2.0; |
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| 284 | _left = -_right; |
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| 285 | } |
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| 286 | _near = near; |
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| 287 | _far = far; |
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| 288 | _orthographic = false; |
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| 289 | } |
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| 290 | |
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| 291 | template<class T> |
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| 292 | T Frustum<T>::fovx() const |
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| 293 | { |
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| 294 | return Math<T>::atan2(_right,_near) - Math<T>::atan2(_left,_near); |
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| 295 | } |
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| 296 | |
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| 297 | template<class T> |
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| 298 | T Frustum<T>::fovy() const |
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| 299 | { |
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| 300 | return Math<T>::atan2(_top,_near) - Math<T>::atan2(_bottom,_near); |
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| 301 | } |
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| 302 | |
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| 303 | template<class T> |
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| 304 | T Frustum<T>::aspect() const |
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| 305 | { |
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| 306 | T rightMinusLeft = _right-_left; |
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| 307 | T topMinusBottom = _top-_bottom; |
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| 308 | |
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| 309 | if (abs(topMinusBottom) < 1 && |
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| 310 | abs(rightMinusLeft) > limits<T>::max() * abs(topMinusBottom)) |
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| 311 | { |
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| 312 | throw Iex::DivzeroExc ("Bad viewing frustum: " |
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| 313 | "aspect ratio cannot be computed."); |
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| 314 | } |
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| 315 | |
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| 316 | return rightMinusLeft / topMinusBottom; |
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| 317 | } |
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| 318 | |
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| 319 | template<class T> |
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| 320 | Matrix44<T> Frustum<T>::projectionMatrix() const |
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| 321 | { |
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| 322 | T rightPlusLeft = _right+_left; |
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| 323 | T rightMinusLeft = _right-_left; |
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| 324 | |
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| 325 | T topPlusBottom = _top+_bottom; |
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| 326 | T topMinusBottom = _top-_bottom; |
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| 327 | |
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| 328 | T farPlusNear = _far+_near; |
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| 329 | T farMinusNear = _far-_near; |
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| 330 | |
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| 331 | if ((abs(rightMinusLeft) < 1 && |
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| 332 | abs(rightPlusLeft) > limits<T>::max() * abs(rightMinusLeft)) || |
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| 333 | (abs(topMinusBottom) < 1 && |
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| 334 | abs(topPlusBottom) > limits<T>::max() * abs(topMinusBottom)) || |
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| 335 | (abs(farMinusNear) < 1 && |
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| 336 | abs(farPlusNear) > limits<T>::max() * abs(farMinusNear))) |
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| 337 | { |
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| 338 | throw Iex::DivzeroExc ("Bad viewing frustum: " |
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| 339 | "projection matrix cannot be computed."); |
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| 340 | } |
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| 341 | |
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| 342 | if ( _orthographic ) |
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| 343 | { |
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| 344 | T tx = -rightPlusLeft / rightMinusLeft; |
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| 345 | T ty = -topPlusBottom / topMinusBottom; |
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| 346 | T tz = -farPlusNear / farMinusNear; |
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| 347 | |
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| 348 | if ((abs(rightMinusLeft) < 1 && |
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| 349 | 2 > limits<T>::max() * abs(rightMinusLeft)) || |
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| 350 | (abs(topMinusBottom) < 1 && |
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| 351 | 2 > limits<T>::max() * abs(topMinusBottom)) || |
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| 352 | (abs(farMinusNear) < 1 && |
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| 353 | 2 > limits<T>::max() * abs(farMinusNear))) |
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| 354 | { |
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| 355 | throw Iex::DivzeroExc ("Bad viewing frustum: " |
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| 356 | "projection matrix cannot be computed."); |
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| 357 | } |
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| 358 | |
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| 359 | T A = 2 / rightMinusLeft; |
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| 360 | T B = 2 / topMinusBottom; |
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| 361 | T C = -2 / farMinusNear; |
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| 362 | |
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| 363 | return Matrix44<T>( A, 0, 0, 0, |
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| 364 | 0, B, 0, 0, |
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| 365 | 0, 0, C, 0, |
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| 366 | tx, ty, tz, 1.f ); |
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| 367 | } |
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| 368 | else |
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| 369 | { |
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| 370 | T A = rightPlusLeft / rightMinusLeft; |
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| 371 | T B = topPlusBottom / topMinusBottom; |
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| 372 | T C = -farPlusNear / farMinusNear; |
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| 373 | |
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| 374 | T farTimesNear = -2 * _far * _near; |
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| 375 | if (abs(farMinusNear) < 1 && |
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| 376 | abs(farTimesNear) > limits<T>::max() * abs(farMinusNear)) |
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| 377 | { |
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| 378 | throw Iex::DivzeroExc ("Bad viewing frustum: " |
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| 379 | "projection matrix cannot be computed."); |
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| 380 | } |
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| 381 | |
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| 382 | T D = farTimesNear / farMinusNear; |
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| 383 | |
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| 384 | T twoTimesNear = 2 * _near; |
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| 385 | |
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| 386 | if ((abs(rightMinusLeft) < 1 && |
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| 387 | abs(twoTimesNear) > limits<T>::max() * abs(rightMinusLeft)) || |
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| 388 | (abs(topMinusBottom) < 1 && |
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| 389 | abs(twoTimesNear) > limits<T>::max() * abs(topMinusBottom))) |
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| 390 | { |
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| 391 | throw Iex::DivzeroExc ("Bad viewing frustum: " |
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| 392 | "projection matrix cannot be computed."); |
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| 393 | } |
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| 394 | |
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| 395 | T E = twoTimesNear / rightMinusLeft; |
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| 396 | T F = twoTimesNear / topMinusBottom; |
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| 397 | |
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| 398 | return Matrix44<T>( E, 0, 0, 0, |
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| 399 | 0, F, 0, 0, |
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| 400 | A, B, C, -1, |
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| 401 | 0, 0, D, 0 ); |
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| 402 | } |
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| 403 | } |
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| 404 | |
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| 405 | template<class T> |
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| 406 | Frustum<T> Frustum<T>::window(T l, T r, T t, T b) const |
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| 407 | { |
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| 408 | // move it to 0->1 space |
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| 409 | |
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| 410 | Vec2<T> bl = screenToLocal( Vec2<T>(l,b) ); |
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| 411 | Vec2<T> tr = screenToLocal( Vec2<T>(r,t) ); |
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| 412 | |
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| 413 | return Frustum<T>(_near, _far, bl.x, tr.x, tr.y, bl.y, _orthographic); |
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| 414 | } |
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| 415 | |
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| 416 | |
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| 417 | template<class T> |
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| 418 | Vec2<T> Frustum<T>::screenToLocal(const Vec2<T> &s) const |
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| 419 | { |
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| 420 | return Vec2<T>( _left + (_right-_left) * (1.f+s.x) / 2.f, |
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| 421 | _bottom + (_top-_bottom) * (1.f+s.y) / 2.f ); |
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| 422 | } |
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| 423 | |
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| 424 | template<class T> |
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| 425 | Vec2<T> Frustum<T>::localToScreen(const Vec2<T> &p) const |
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| 426 | { |
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| 427 | T leftPlusRight = _left - 2 * p.x + _right; |
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| 428 | T leftMinusRight = _left-_right; |
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| 429 | T bottomPlusTop = _bottom - 2 * p.y + _top; |
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| 430 | T bottomMinusTop = _bottom-_top; |
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| 431 | |
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| 432 | if ((abs(leftMinusRight) < 1 && |
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| 433 | abs(leftPlusRight) > limits<T>::max() * abs(leftMinusRight)) || |
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| 434 | (abs(bottomMinusTop) < 1 && |
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| 435 | abs(bottomPlusTop) > limits<T>::max() * abs(bottomMinusTop))) |
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| 436 | { |
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| 437 | throw Iex::DivzeroExc |
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| 438 | ("Bad viewing frustum: " |
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| 439 | "local-to-screen transformation cannot be computed"); |
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| 440 | } |
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| 441 | |
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| 442 | return Vec2<T>( leftPlusRight / leftMinusRight, |
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| 443 | bottomPlusTop / bottomMinusTop ); |
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| 444 | } |
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| 445 | |
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| 446 | template<class T> |
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| 447 | Line3<T> Frustum<T>::projectScreenToRay(const Vec2<T> &p) const |
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| 448 | { |
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| 449 | Vec2<T> point = screenToLocal(p); |
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| 450 | if (orthographic()) |
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| 451 | return Line3<T>( Vec3<T>(point.x,point.y, 0.0), |
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| 452 | Vec3<T>(point.x,point.y,-_near)); |
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| 453 | else |
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| 454 | return Line3<T>( Vec3<T>(0, 0, 0), Vec3<T>(point.x,point.y,-_near)); |
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| 455 | } |
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| 456 | |
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| 457 | template<class T> |
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| 458 | Vec2<T> Frustum<T>::projectPointToScreen(const Vec3<T> &point) const |
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| 459 | { |
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| 460 | if (orthographic() || point.z == 0) |
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| 461 | return localToScreen( Vec2<T>( point.x, point.y ) ); |
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| 462 | else |
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| 463 | return localToScreen( Vec2<T>( point.x * _near / -point.z, |
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| 464 | point.y * _near / -point.z ) ); |
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| 465 | } |
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| 466 | |
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| 467 | template<class T> |
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| 468 | T Frustum<T>::ZToDepth(long zval,long zmin,long zmax) const |
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| 469 | { |
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| 470 | int zdiff = zmax - zmin; |
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| 471 | |
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| 472 | if (zdiff == 0) |
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| 473 | { |
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| 474 | throw Iex::DivzeroExc |
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| 475 | ("Bad call to Frustum::ZToDepth: zmax == zmin"); |
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| 476 | } |
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| 477 | |
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| 478 | if ( zval > zmax+1 ) zval -= zdiff; |
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| 479 | |
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| 480 | T fzval = (T(zval) - T(zmin)) / T(zdiff); |
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| 481 | return normalizedZToDepth(fzval); |
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| 482 | } |
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| 483 | |
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| 484 | template<class T> |
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| 485 | T Frustum<T>::normalizedZToDepth(T zval) const |
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| 486 | { |
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| 487 | T Zp = zval * 2.0 - 1; |
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| 488 | |
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| 489 | if ( _orthographic ) |
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| 490 | { |
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| 491 | return -(Zp*(_far-_near) + (_far+_near))/2; |
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| 492 | } |
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| 493 | else |
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| 494 | { |
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| 495 | T farTimesNear = 2 * _far * _near; |
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| 496 | T farMinusNear = Zp * (_far - _near) - _far - _near; |
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| 497 | |
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| 498 | if (abs(farMinusNear) < 1 && |
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| 499 | abs(farTimesNear) > limits<T>::max() * abs(farMinusNear)) |
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| 500 | { |
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| 501 | throw Iex::DivzeroExc |
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| 502 | ("Frustum::normalizedZToDepth cannot be computed. The " |
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| 503 | "near and far clipping planes of the viewing frustum " |
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| 504 | "may be too close to each other"); |
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| 505 | } |
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| 506 | |
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| 507 | return farTimesNear / farMinusNear; |
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| 508 | } |
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| 509 | } |
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| 510 | |
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| 511 | template<class T> |
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| 512 | long Frustum<T>::DepthToZ(T depth,long zmin,long zmax) const |
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| 513 | { |
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| 514 | long zdiff = zmax - zmin; |
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| 515 | T farMinusNear = _far-_near; |
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| 516 | |
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| 517 | if ( _orthographic ) |
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| 518 | { |
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| 519 | T farPlusNear = 2*depth + _far + _near; |
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| 520 | |
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| 521 | if (abs(farMinusNear) < 1 && |
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| 522 | abs(farPlusNear) > limits<T>::max() * abs(farMinusNear)) |
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| 523 | { |
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| 524 | throw Iex::DivzeroExc |
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| 525 | ("Bad viewing frustum: near and far clipping planes " |
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| 526 | "are too close to each other"); |
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| 527 | } |
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| 528 | |
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| 529 | T Zp = -farPlusNear/farMinusNear; |
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| 530 | return long(0.5*(Zp+1)*zdiff) + zmin; |
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| 531 | } |
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| 532 | else |
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| 533 | { |
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| 534 | // Perspective |
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| 535 | |
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| 536 | T farTimesNear = 2*_far*_near; |
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| 537 | if (abs(depth) < 1 && |
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| 538 | abs(farTimesNear) > limits<T>::max() * abs(depth)) |
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| 539 | { |
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| 540 | throw Iex::DivzeroExc |
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| 541 | ("Bad call to DepthToZ function: value of `depth' " |
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| 542 | "is too small"); |
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| 543 | } |
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| 544 | |
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| 545 | T farPlusNear = farTimesNear/depth + _far + _near; |
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| 546 | if (abs(farMinusNear) < 1 && |
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| 547 | abs(farPlusNear) > limits<T>::max() * abs(farMinusNear)) |
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| 548 | { |
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| 549 | throw Iex::DivzeroExc |
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| 550 | ("Bad viewing frustum: near and far clipping planes " |
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| 551 | "are too close to each other"); |
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| 552 | } |
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| 553 | |
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| 554 | T Zp = farPlusNear/farMinusNear; |
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| 555 | return long(0.5*(Zp+1)*zdiff) + zmin; |
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| 556 | } |
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| 557 | } |
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| 558 | |
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| 559 | template<class T> |
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| 560 | T Frustum<T>::screenRadius(const Vec3<T> &p, T radius) const |
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| 561 | { |
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| 562 | // Derivation: |
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| 563 | // Consider X-Z plane. |
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| 564 | // X coord of projection of p = xp = p.x * (-_near / p.z) |
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| 565 | // Let q be p + (radius, 0, 0). |
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| 566 | // X coord of projection of q = xq = (p.x - radius) * (-_near / p.z) |
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| 567 | // X coord of projection of segment from p to q = r = xp - xq |
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| 568 | // = radius * (-_near / p.z) |
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| 569 | // A similar analysis holds in the Y-Z plane. |
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| 570 | // So r is the quantity we want to return. |
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| 571 | |
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| 572 | if (abs(p.z) > 1 || abs(-_near) < limits<T>::max() * abs(p.z)) |
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| 573 | { |
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| 574 | return radius * (-_near / p.z); |
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| 575 | } |
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| 576 | else |
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| 577 | { |
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| 578 | throw Iex::DivzeroExc |
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| 579 | ("Bad call to Frustum::screenRadius: the magnitude of `p' " |
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| 580 | "is too small"); |
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| 581 | } |
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| 582 | |
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| 583 | return radius * (-_near / p.z); |
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| 584 | } |
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| 585 | |
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| 586 | template<class T> |
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| 587 | T Frustum<T>::worldRadius(const Vec3<T> &p, T radius) const |
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| 588 | { |
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| 589 | if (abs(-_near) > 1 || abs(p.z) < limits<T>::max() * abs(-_near)) |
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| 590 | { |
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| 591 | return radius * (p.z / -_near); |
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| 592 | } |
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| 593 | else |
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| 594 | { |
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| 595 | throw Iex::DivzeroExc |
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| 596 | ("Bad viewing frustum: the near clipping plane is too " |
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| 597 | "close to zero"); |
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| 598 | } |
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| 599 | } |
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| 600 | |
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| 601 | template<class T> |
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| 602 | void Frustum<T>::planes(Plane3<T> p[6]) |
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| 603 | { |
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| 604 | // |
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| 605 | // Plane order: Top, Right, Bottom, Left, Near, Far. |
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| 606 | // Normals point outwards. |
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| 607 | // |
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| 608 | |
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| 609 | Vec3<T> a( _left, _bottom, -_near); |
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| 610 | Vec3<T> b( _left, _top, -_near); |
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| 611 | Vec3<T> c( _right, _top, -_near); |
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| 612 | Vec3<T> d( _right, _bottom, -_near); |
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| 613 | Vec3<T> o(0,0,0); |
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| 614 | |
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| 615 | p[0].set( o, c, b ); |
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| 616 | p[1].set( o, d, c ); |
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| 617 | p[2].set( o, a, d ); |
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| 618 | p[3].set( o, b, a ); |
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| 619 | p[4].set( Vec3<T>(0, 0, 1), -_near ); |
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| 620 | p[5].set( Vec3<T>(0, 0,-1), _far ); |
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| 621 | } |
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| 622 | |
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| 623 | |
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| 624 | template<class T> |
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| 625 | void Frustum<T>::planes(Plane3<T> p[6], const Matrix44<T> &M) |
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| 626 | { |
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| 627 | // |
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| 628 | // Plane order: Top, Right, Bottom, Left, Near, Far. |
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| 629 | // Normals point outwards. |
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| 630 | // |
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| 631 | |
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| 632 | Vec3<T> a = Vec3<T>( _left, _bottom, -_near) * M; |
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| 633 | Vec3<T> b = Vec3<T>( _left, _top, -_near) * M; |
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| 634 | Vec3<T> c = Vec3<T>( _right, _top, -_near) * M; |
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| 635 | Vec3<T> d = Vec3<T>( _right, _bottom, -_near) * M; |
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| 636 | double s = _far / double(_near); |
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| 637 | T farLeft = (T) (s * _left); |
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| 638 | T farRight = (T) (s * _right); |
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| 639 | T farTop = (T) (s * _top); |
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| 640 | T farBottom = (T) (s * _bottom); |
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| 641 | Vec3<T> e = Vec3<T>( farLeft, farBottom, -_far) * M; |
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| 642 | Vec3<T> f = Vec3<T>( farLeft, farTop, -_far) * M; |
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| 643 | Vec3<T> g = Vec3<T>( farRight, farTop, -_far) * M; |
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| 644 | Vec3<T> o = Vec3<T>(0,0,0) * M; |
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| 645 | |
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| 646 | p[0].set( o, c, b ); |
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| 647 | p[1].set( o, d, c ); |
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| 648 | p[2].set( o, a, d ); |
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| 649 | p[3].set( o, b, a ); |
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| 650 | p[4].set( a, d, c ); |
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| 651 | p[5].set( e, f, g ); |
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| 652 | } |
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| 653 | |
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| 654 | typedef Frustum<float> Frustumf; |
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| 655 | typedef Frustum<double> Frustumd; |
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| 656 | |
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| 657 | |
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| 658 | } // namespace Imath |
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| 659 | |
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| 660 | #endif |
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