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 | |
---|
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 | { |
---|
627 | // |
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628 | // Plane order: Top, Right, Bottom, Left, Near, Far. |
---|
629 | // Normals point outwards. |
---|
630 | // |
---|
631 | |
---|
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); |
---|
638 | T farRight = (T) (s * _right); |
---|
639 | T farTop = (T) (s * _top); |
---|
640 | T farBottom = (T) (s * _bottom); |
---|
641 | Vec3<T> e = Vec3<T>( farLeft, farBottom, -_far) * M; |
---|
642 | Vec3<T> f = Vec3<T>( farLeft, farTop, -_far) * M; |
---|
643 | Vec3<T> g = Vec3<T>( farRight, farTop, -_far) * M; |
---|
644 | Vec3<T> o = Vec3<T>(0,0,0) * M; |
---|
645 | |
---|
646 | p[0].set( o, c, b ); |
---|
647 | p[1].set( o, d, c ); |
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648 | p[2].set( o, a, d ); |
---|
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 | |
---|
657 | |
---|
658 | } // namespace Imath |
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659 | |
---|
660 | #endif |
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