1 | #include "VssRay.h"
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2 | #include "Beam.h"
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3 |
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4 |
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5 |
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6 | void
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7 | Beam::Construct(const AxisAlignedBox3 &box, const AxisAlignedBox3 &dBox)
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8 | {
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9 | // the frustum is defined by set of negative halfspace described by mPlanes
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10 |
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11 | // construct
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12 | Vector3 center = box.Center();
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13 | Vector3 dCenter = dBox.Center();
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14 |
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15 | // "back plane"
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16 | mPlanes.push_back(Plane3(-VssRay::GetDirection(dCenter.x, dCenter.y), center));
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17 |
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18 | Vector3 directions[4];
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19 | directions[0] = VssRay::GetDirection(dBox.Min().x, dBox.Min().y);
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20 | directions[1] = VssRay::GetDirection(dBox.Max().x, dBox.Min().y);
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21 | directions[2] = VssRay::GetDirection(dBox.Max().x, dBox.Max().y);
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22 | directions[3] = VssRay::GetDirection(dBox.Min().x, dBox.Max().y);
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23 |
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24 | // side planes
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25 | mPlanes.push_back(Plane3(CrossProd(directions[0], directions[1]), center));
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26 | mPlanes.push_back(Plane3(CrossProd(directions[1], directions[2]), center));
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27 | mPlanes.push_back(Plane3(CrossProd(directions[2], directions[3]), center));
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28 | mPlanes.push_back(Plane3(CrossProd(directions[3], directions[0]), center));
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29 |
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30 |
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31 | // now make sure all planes contain the spatial box
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32 | int i, j;
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33 | for (i=0; i < mPlanes.size(); i++) {
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34 | for (j=0; j < 8; j++) {
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35 | float dist = mPlanes[i].Distance(box.GetVertex(j));
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36 | if (dist > 0)
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37 | mPlanes[i].mD -= dist;
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38 | }
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39 | }
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40 |
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41 | mBox = box;
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42 | mDirBox = dBox;
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43 |
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44 | SetValid();
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45 | }
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46 |
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47 | // conservative frustum box intersection
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48 | // returns
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49 | // 0 - box intersects the frustum
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50 | // -1 - box intersects the frustum and is fully inside
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51 | // 1 - box does not intersect the frustum
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52 |
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53 | int
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54 | Beam::ComputeIntersection(const AxisAlignedBox3 &box)
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55 | {
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56 | int i;
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57 | int result = -1;
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58 | for (i=0; i < mPlanes.size(); i++) {
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59 | int side = box.Side(mPlanes[i]);
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60 | if (side == 1)
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61 | return 1;
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62 | if (side > result)
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63 | result = side;
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64 | }
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65 | return result;
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66 | }
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67 |
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68 |
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69 | void Beam::ComputeFrustum(float &left, float &right,
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70 | float &bottom, float &top,
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71 | float &near, float &far,
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72 | const AxisAlignedBox3 &sceneBBox) const
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73 | {
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74 | const float xDirRange = mDirBox.Max().x - mDirBox.Min().x;
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75 | const float yDirRange = mDirBox.Max().y - mDirBox.Min().y;
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76 |
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77 | near = 0.1; // NOTE: what is the best value for near and far plane?
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78 | far = 2.0f * Magnitude(sceneBBox.Diagonal());
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79 |
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80 | left = near / tan(xDirRange * 0.5);
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81 | right = near / tan(xDirRange * 0.5);
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82 |
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83 | bottom = near / tan(yDirRange * 0.5);
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84 | top = near / tan(yDirRange * 0.5);
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85 | }
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86 |
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87 | Vector3 Beam::GetMainDirection() const
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88 | {
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89 | Vector3 directions[4];
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90 |
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91 | /* directions[0] = VssRay::GetDirection(dBox.Min().x, dBox.Min().y);
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92 | directions[1] = VssRay::GetDirection(dBox.Max().x, dBox.Min().y);
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93 | directions[2] = VssRay::GetDirection(dBox.Max().x, dBox.Max().y);
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94 | directions[3] = VssRay::GetDirection(dBox.Min().x, dBox.Max().y);
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95 | */
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96 | const Vector3 mainDir = directions[0] + directions[1] + directions[2] + directions[3];
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97 | return Normalize(mainDir);
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98 | } |
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