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Added function for building frustum planes from view projection matrix.
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2 changed files with 102 additions and 0 deletions
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@ -277,6 +277,102 @@ void calcMinBoundingSphere(Sphere& _sphere, const void* _vertices, uint32_t _num
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_sphere.m_radius = bx::fsqrt(maxDistSq);
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}
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void buildFrustumPlanes(Plane* _result, const float* _viewProj)
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{
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const float xw = _viewProj[ 3];
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const float yw = _viewProj[ 7];
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const float zw = _viewProj[11];
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const float ww = _viewProj[15];
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const float xz = _viewProj[ 2];
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const float yz = _viewProj[ 6];
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const float zz = _viewProj[10];
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const float wz = _viewProj[14];
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Plane& near = _result[0];
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Plane& far = _result[1];
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Plane& left = _result[2];
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Plane& right = _result[3];
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Plane& top = _result[4];
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Plane& bottom = _result[5];
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near.m_normal[0] = xw - xz;
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near.m_normal[1] = yw - yz;
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near.m_normal[2] = zw - zz;
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near.m_dist = ww - wz;
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far.m_normal[0] = xw + xz;
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far.m_normal[1] = yw + yz;
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far.m_normal[2] = zw + zz;
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far.m_dist = ww + wz;
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const float xx = _viewProj[ 0];
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const float yx = _viewProj[ 4];
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const float zx = _viewProj[ 8];
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const float wx = _viewProj[12];
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left.m_normal[0] = xw - xx;
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left.m_normal[1] = yw - yx;
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left.m_normal[2] = zw - zx;
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left.m_dist = ww - wx;
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right.m_normal[0] = xw + xx;
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right.m_normal[1] = yw + yx;
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right.m_normal[2] = zw + zx;
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right.m_dist = ww + wx;
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const float xy = _viewProj[ 1];
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const float yy = _viewProj[ 5];
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const float zy = _viewProj[ 9];
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const float wy = _viewProj[13];
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top.m_normal[0] = xw + xy;
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top.m_normal[1] = yw + yy;
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top.m_normal[2] = zw + zy;
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top.m_dist = ww + wy;
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bottom.m_normal[0] = xw - xy;
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bottom.m_normal[1] = yw - yy;
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bottom.m_normal[2] = zw - zy;
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bottom.m_dist = ww - wy;
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Plane* plane = _result;
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for (uint32_t ii = 0; ii < 6; ++ii)
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{
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float invLen = 1.0f / bx::vec3Norm(plane->m_normal, plane->m_normal);
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plane->m_dist *= invLen;
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++plane;
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}
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}
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void intersectPlanes(float _result[3], const Plane& _pa, const Plane& _pb, const Plane& _pc)
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{
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float axb[3];
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bx::vec3Cross(axb, _pa.m_normal, _pb.m_normal);
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float bxc[3];
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bx::vec3Cross(bxc, _pb.m_normal, _pc.m_normal);
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float cxa[3];
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bx::vec3Cross(cxa, _pc.m_normal, _pa.m_normal);
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float tmp0[3];
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bx::vec3Mul(tmp0, bxc, _pa.m_dist);
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float tmp1[3];
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bx::vec3Mul(tmp1, cxa, _pb.m_dist);
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float tmp2[3];
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bx::vec3Mul(tmp2, axb, _pc.m_dist);
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float tmp[3];
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bx::vec3Add(tmp, tmp0, tmp1);
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bx::vec3Add(tmp0, tmp, tmp2);
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float denom = bx::vec3Dot(_pa.m_normal, bxc);
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bx::vec3Mul(_result, tmp0, -1.0f/denom);
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}
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Ray makeRay(float _x, float _y, const float* _invVp)
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{
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Ray ray;
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@ -94,6 +94,12 @@ void calcMaxBoundingSphere(Sphere& _sphere, const void* _vertices, uint32_t _num
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/// Calculate minimum bounding sphere.
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void calcMinBoundingSphere(Sphere& _sphere, const void* _vertices, uint32_t _numVertices, uint32_t _stride, float _step = 0.01f);
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/// Returns 6 (near, far, left, right, top, bottom) planes representing frustum planes.
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void buildFrustumPlanes(Plane* _planes, const float* _viewProj);
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/// Returns point from 3 intersecting planes.
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void intersectPlanes(float _result[3], const Plane& _pa, const Plane& _pb, const Plane& _pc);
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/// Make screen space ray from x, y coordinate and inverse view-projection matrix.
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Ray makeRay(float _x, float _y, const float* _invVp);
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