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- /*
- ===========================================================================
- Doom 3 GPL Source Code
- Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
- Doom 3 Source Code is free software: you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation, either version 3 of the License, or
- (at your option) any later version.
- Doom 3 Source Code is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
- If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
- ===========================================================================
- */
- #include "../precompiled.h"
- void BoxToPoints( const idVec3 ¢er, const idVec3 &extents, const idMat3 &axis, idVec3 points[8] );
- /*
- ============
- idFrustum::ProjectionBounds
- ============
- */
- bool idFrustum::ProjectionBounds( const idBox &box, idBounds &projectionBounds ) const {
- int i, p1, p2, pointCull[8], culled, outside;
- float scale1, scale2;
- idFrustum localFrustum;
- idVec3 points[8], localOrigin;
- idMat3 localAxis, localScaled;
- idBounds bounds( -box.GetExtents(), box.GetExtents() );
- // if the frustum origin is inside the bounds
- if ( bounds.ContainsPoint( ( origin - box.GetCenter() ) * box.GetAxis().Transpose() ) ) {
- // bounds that cover the whole frustum
- float boxMin, boxMax, base;
- base = origin * axis[0];
- box.AxisProjection( axis[0], boxMin, boxMax );
- projectionBounds[0].x = boxMin - base;
- projectionBounds[1].x = boxMax - base;
- projectionBounds[0].y = projectionBounds[0].z = -1.0f;
- projectionBounds[1].y = projectionBounds[1].z = 1.0f;
- return true;
- }
- projectionBounds.Clear();
- // transform the bounds into the space of this frustum
- localOrigin = ( box.GetCenter() - origin ) * axis.Transpose();
- localAxis = box.GetAxis() * axis.Transpose();
- BoxToPoints( localOrigin, box.GetExtents(), localAxis, points );
- // test outer four edges of the bounds
- culled = -1;
- outside = 0;
- for ( i = 0; i < 4; i++ ) {
- p1 = i;
- p2 = 4 + i;
- AddLocalLineToProjectionBoundsSetCull( points[p1], points[p2], pointCull[p1], pointCull[p2], projectionBounds );
- culled &= pointCull[p1] & pointCull[p2];
- outside |= pointCull[p1] | pointCull[p2];
- }
- // if the bounds are completely outside this frustum
- if ( culled ) {
- return false;
- }
- // if the bounds are completely inside this frustum
- if ( !outside ) {
- return true;
- }
- // test the remaining edges of the bounds
- for ( i = 0; i < 4; i++ ) {
- p1 = i;
- p2 = (i+1)&3;
- AddLocalLineToProjectionBoundsUseCull( points[p1], points[p2], pointCull[p1], pointCull[p2], projectionBounds );
- }
- for ( i = 0; i < 4; i++ ) {
- p1 = 4 + i;
- p2 = 4 + ((i+1)&3);
- AddLocalLineToProjectionBoundsUseCull( points[p1], points[p2], pointCull[p1], pointCull[p2], projectionBounds );
- }
- // if the bounds extend beyond two or more boundaries of this frustum
- if ( outside != 1 && outside != 2 && outside != 4 && outside != 8 ) {
- localOrigin = ( origin - box.GetCenter() ) * box.GetAxis().Transpose();
- localScaled = axis * box.GetAxis().Transpose();
- localScaled[0] *= dFar;
- localScaled[1] *= dLeft;
- localScaled[2] *= dUp;
- // test the outer edges of this frustum for intersection with the bounds
- if ( (outside & 2) && (outside & 8) ) {
- BoundsRayIntersection( bounds, localOrigin, localScaled[0] - localScaled[1] - localScaled[2], scale1, scale2 );
- if ( scale1 <= scale2 && scale1 >= 0.0f ) {
- projectionBounds.AddPoint( idVec3( scale1 * dFar, -1.0f, -1.0f ) );
- projectionBounds.AddPoint( idVec3( scale2 * dFar, -1.0f, -1.0f ) );
- }
- }
- if ( (outside & 2) && (outside & 4) ) {
- BoundsRayIntersection( bounds, localOrigin, localScaled[0] - localScaled[1] + localScaled[2], scale1, scale2 );
- if ( scale1 <= scale2 && scale1 >= 0.0f ) {
- projectionBounds.AddPoint( idVec3( scale1 * dFar, -1.0f, 1.0f ) );
- projectionBounds.AddPoint( idVec3( scale2 * dFar, -1.0f, 1.0f ) );
- }
- }
- if ( (outside & 1) && (outside & 8) ) {
- BoundsRayIntersection( bounds, localOrigin, localScaled[0] + localScaled[1] - localScaled[2], scale1, scale2 );
- if ( scale1 <= scale2 && scale1 >= 0.0f ) {
- projectionBounds.AddPoint( idVec3( scale1 * dFar, 1.0f, -1.0f ) );
- projectionBounds.AddPoint( idVec3( scale2 * dFar, 1.0f, -1.0f ) );
- }
- }
- if ( (outside & 1) && (outside & 2) ) {
- BoundsRayIntersection( bounds, localOrigin, localScaled[0] + localScaled[1] + localScaled[2], scale1, scale2 );
- if ( scale1 <= scale2 && scale1 >= 0.0f ) {
- projectionBounds.AddPoint( idVec3( scale1 * dFar, 1.0f, 1.0f ) );
- projectionBounds.AddPoint( idVec3( scale2 * dFar, 1.0f, 1.0f ) );
- }
- }
- }
- return true;
- }
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