Frustum math from raylib extras.
This commit is contained in:
212
src/frustum.c
Normal file
212
src/frustum.c
Normal file
@@ -0,0 +1,212 @@
|
||||
/**********************************************************************************************
|
||||
*
|
||||
* raylibExtras * Utilities and Shared Components for Raylib
|
||||
*
|
||||
* RLAssets * Simple Asset Managment System for Raylib
|
||||
*
|
||||
* LICENSE: MIT
|
||||
*
|
||||
* Copyright (c) 2020 Jeffery Myers
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
* of this software and associated documentation files (the "Software"), to deal
|
||||
* in the Software without restriction, including without limitation the rights
|
||||
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
* copies of the Software, and to permit persons to whom the Software is
|
||||
* furnished to do so, subject to the following conditions:
|
||||
*
|
||||
* The above copyright notice and this permission notice shall be included in all
|
||||
* copies or substantial portions of the Software.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
* SOFTWARE.
|
||||
*
|
||||
**********************************************************************************************/
|
||||
|
||||
|
||||
#include "frustum.h"
|
||||
#include "rlgl.h"
|
||||
#include "raymath.h"
|
||||
|
||||
#include <math.h>
|
||||
#include <stddef.h>
|
||||
|
||||
void NormalizePlane(Vector4* plane)
|
||||
{
|
||||
if (plane == NULL)
|
||||
return;
|
||||
|
||||
float magnitude = sqrtf(plane->x * plane->x + plane->y * plane->y + plane->z * plane->z);
|
||||
|
||||
plane->x /= magnitude;
|
||||
plane->y /= magnitude;
|
||||
plane->z /= magnitude;
|
||||
plane->w /= magnitude;
|
||||
}
|
||||
|
||||
// void ExtractFrustum(Frustum* frustum)
|
||||
void ExtractFrustum(Frustum* frustum, Matrix projection, Matrix modelview)
|
||||
{
|
||||
if (frustum == NULL)
|
||||
return;
|
||||
|
||||
// Matrix projection = rlGetMatrixProjection();
|
||||
// Matrix modelview = rlGetMatrixModelview();
|
||||
|
||||
Matrix planes = { 0 };
|
||||
|
||||
planes.m0 = modelview.m0 * projection.m0 + modelview.m1 * projection.m4 + modelview.m2 * projection.m8 + modelview.m3 * projection.m12;
|
||||
planes.m1 = modelview.m0 * projection.m1 + modelview.m1 * projection.m5 + modelview.m2 * projection.m9 + modelview.m3 * projection.m13;
|
||||
planes.m2 = modelview.m0 * projection.m2 + modelview.m1 * projection.m6 + modelview.m2 * projection.m10 + modelview.m3 * projection.m14;
|
||||
planes.m3 = modelview.m0 * projection.m3 + modelview.m1 * projection.m7 + modelview.m2 * projection.m11 + modelview.m3 * projection.m15;
|
||||
planes.m4 = modelview.m4 * projection.m0 + modelview.m5 * projection.m4 + modelview.m6 * projection.m8 + modelview.m7 * projection.m12;
|
||||
planes.m5 = modelview.m4 * projection.m1 + modelview.m5 * projection.m5 + modelview.m6 * projection.m9 + modelview.m7 * projection.m13;
|
||||
planes.m6 = modelview.m4 * projection.m2 + modelview.m5 * projection.m6 + modelview.m6 * projection.m10 + modelview.m7 * projection.m14;
|
||||
planes.m7 = modelview.m4 * projection.m3 + modelview.m5 * projection.m7 + modelview.m6 * projection.m11 + modelview.m7 * projection.m15;
|
||||
planes.m8 = modelview.m8 * projection.m0 + modelview.m9 * projection.m4 + modelview.m10 * projection.m8 + modelview.m11 * projection.m12;
|
||||
planes.m9 = modelview.m8 * projection.m1 + modelview.m9 * projection.m5 + modelview.m10 * projection.m9 + modelview.m11 * projection.m13;
|
||||
planes.m10 = modelview.m8 * projection.m2 + modelview.m9 * projection.m6 + modelview.m10 * projection.m10 + modelview.m11 * projection.m14;
|
||||
planes.m11 = modelview.m8 * projection.m3 + modelview.m9 * projection.m7 + modelview.m10 * projection.m11 + modelview.m11 * projection.m15;
|
||||
planes.m12 = modelview.m12 * projection.m0 + modelview.m13 * projection.m4 + modelview.m14 * projection.m8 + modelview.m15 * projection.m12;
|
||||
planes.m13 = modelview.m12 * projection.m1 + modelview.m13 * projection.m5 + modelview.m14 * projection.m9 + modelview.m15 * projection.m13;
|
||||
planes.m14 = modelview.m12 * projection.m2 + modelview.m13 * projection.m6 + modelview.m14 * projection.m10 + modelview.m15 * projection.m14;
|
||||
planes.m15 = modelview.m12 * projection.m3 + modelview.m13 * projection.m7 + modelview.m14 * projection.m11 + modelview.m15 * projection.m15;
|
||||
|
||||
frustum->Planes[Right] = (Vector4){ planes.m3 - planes.m0, planes.m7 - planes.m4, planes.m11 - planes.m8, planes.m15 - planes.m12 };
|
||||
NormalizePlane(&frustum->Planes[Right]);
|
||||
|
||||
frustum->Planes[Left] = (Vector4){ planes.m3 + planes.m0, planes.m7 + planes.m4, planes.m11 + planes.m8, planes.m15 + planes.m12 };
|
||||
NormalizePlane(&frustum->Planes[Left]);
|
||||
|
||||
frustum->Planes[Top] = (Vector4){ planes.m3 - planes.m1, planes.m7 - planes.m5, planes.m11 - planes.m9, planes.m15 - planes.m13 };
|
||||
NormalizePlane(&frustum->Planes[Top]);
|
||||
|
||||
frustum->Planes[Bottom] = (Vector4){ planes.m3 + planes.m1, planes.m7 + planes.m5, planes.m11 + planes.m9, planes.m15 + planes.m13 };
|
||||
NormalizePlane(&frustum->Planes[Bottom]);
|
||||
|
||||
frustum->Planes[Back] = (Vector4){ planes.m3 - planes.m2, planes.m7 - planes.m6, planes.m11 - planes.m10, planes.m15 - planes.m14 };
|
||||
NormalizePlane(&frustum->Planes[Back]);
|
||||
|
||||
frustum->Planes[Front] = (Vector4){ planes.m3 + planes.m2, planes.m7 + planes.m6, planes.m11 + planes.m10, planes.m15 + planes.m14 };
|
||||
NormalizePlane(&frustum->Planes[Front]);
|
||||
}
|
||||
|
||||
float DistanceToPlaneV(const Vector4* plane, const Vector3* position)
|
||||
{
|
||||
return (plane->x * position->x + plane->y * position->y + plane->z * position->z + plane->w);
|
||||
}
|
||||
|
||||
float DistanceToPlane(const Vector4* plane, float x, float y, float z)
|
||||
{
|
||||
return (plane->x * x + plane->y * y + plane->z * z + plane->w);
|
||||
}
|
||||
|
||||
bool PointInFrustumV(Frustum* frustum, Vector3 position)
|
||||
{
|
||||
if (frustum == NULL)
|
||||
return false;
|
||||
|
||||
for (int i = 0; i < 6; i++)
|
||||
{
|
||||
if (DistanceToPlaneV(&frustum->Planes[i], &position) <= 0) // point is behind plane
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool PointInFrustum(Frustum* frustum, float x, float y, float z)
|
||||
{
|
||||
if (frustum == NULL)
|
||||
return false;
|
||||
|
||||
for (int i = 0; i < 6; i++)
|
||||
{
|
||||
if (DistanceToPlane(&frustum->Planes[i], x, y, z) <= 0) // point is behind plane
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool SphereInFrustumV(Frustum* frustum, Vector3 position, float radius)
|
||||
{
|
||||
if (frustum == NULL)
|
||||
return false;
|
||||
|
||||
for (int i = 0; i < 6; i++)
|
||||
{
|
||||
if (DistanceToPlaneV(&frustum->Planes[i], &position) < -radius) // center is behind plane by more than the radius
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
bool AABBoxInFrustum(Frustum* frustum, Vector3 min, Vector3 max)
|
||||
{
|
||||
// if any point is in and we are good
|
||||
if (PointInFrustum(frustum, min.x, min.y, min.z))
|
||||
return true;
|
||||
|
||||
if (PointInFrustum(frustum, min.x, max.y, min.z))
|
||||
return true;
|
||||
|
||||
if (PointInFrustum(frustum, max.x, max.y, min.z))
|
||||
return true;
|
||||
|
||||
if (PointInFrustum(frustum, max.x, min.y, min.z))
|
||||
return true;
|
||||
|
||||
if (PointInFrustum(frustum, min.x, min.y, max.z))
|
||||
return true;
|
||||
|
||||
if (PointInFrustum(frustum, min.x, max.y, max.z))
|
||||
return true;
|
||||
|
||||
if (PointInFrustum(frustum, max.x, max.y, max.z))
|
||||
return true;
|
||||
|
||||
if (PointInFrustum(frustum, max.x, min.y, max.z))
|
||||
return true;
|
||||
|
||||
// check to see if all points are outside of any one plane, if so the entire box is outside
|
||||
for (int i = 0; i < 6; i++)
|
||||
{
|
||||
bool oneInside = false;
|
||||
|
||||
if (DistanceToPlane(&frustum->Planes[i], min.x, min.y, min.z) >= 0)
|
||||
oneInside = true;
|
||||
|
||||
if (DistanceToPlane(&frustum->Planes[i], max.x, min.y, min.z) >= 0)
|
||||
oneInside = true;
|
||||
|
||||
if (DistanceToPlane(&frustum->Planes[i], max.x, max.y, min.z) >= 0)
|
||||
oneInside = true;
|
||||
|
||||
if (DistanceToPlane(&frustum->Planes[i], min.x, max.y, min.z) >= 0)
|
||||
oneInside = true;
|
||||
|
||||
if (DistanceToPlane(&frustum->Planes[i], min.x, min.y, max.z) >= 0)
|
||||
oneInside = true;
|
||||
|
||||
if (DistanceToPlane(&frustum->Planes[i], max.x, min.y, max.z) >= 0)
|
||||
oneInside = true;
|
||||
|
||||
if (DistanceToPlane(&frustum->Planes[i], max.x, max.y, max.z) >= 0)
|
||||
oneInside = true;
|
||||
|
||||
if (DistanceToPlane(&frustum->Planes[i], min.x, max.y, max.z) >= 0)
|
||||
oneInside = true;
|
||||
|
||||
if (!oneInside)
|
||||
return false;
|
||||
}
|
||||
|
||||
// the box extends outside the frustum but crosses it
|
||||
return true;
|
||||
}
|
||||
@@ -2470,6 +2470,11 @@ void luaRegister() {
|
||||
assingGlobalFunction( "QuaternionToEuler", lmathQuaternionToEuler );
|
||||
assingGlobalFunction( "QuaternionTransform", lmathQuaternionTransform );
|
||||
assingGlobalFunction( "QuaternionEquals", lmathQuaternionEquals );
|
||||
/* Frustum. */
|
||||
assingGlobalFunction( "ExtractFrustum", lmathExtractFrustum );
|
||||
assingGlobalFunction( "PointInFrustum", lmathPointInFrustum );
|
||||
assingGlobalFunction( "SphereInFrustum", lmathSphereInFrustum );
|
||||
assingGlobalFunction( "AABBInFrustum", lmathAABBInFrustum );
|
||||
|
||||
/* Gui. */
|
||||
/* Global gui state control functions. */
|
||||
|
||||
101
src/rmath.c
101
src/rmath.c
@@ -2,6 +2,7 @@
|
||||
#include "state.h"
|
||||
#include "rmath.h"
|
||||
#include "lua_core.h"
|
||||
#include "frustum.h"
|
||||
|
||||
int imin( int a, int b ) {
|
||||
return a < b ? a : b;
|
||||
@@ -2343,3 +2344,103 @@ int lmathQuaternionEquals( lua_State* L ) {
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
## Math - Frustum
|
||||
*/
|
||||
|
||||
static Frustum getFrustum( lua_State* L, int index ) {
|
||||
luaL_checktype( L, index, LUA_TTABLE );
|
||||
Frustum frustum = { 0 };
|
||||
|
||||
int t = index, i = 0;
|
||||
lua_pushnil( L );
|
||||
|
||||
while ( lua_next( L, t ) != 0 && i < 6 ) {
|
||||
frustum.Planes[i] = uluaGetVector4( L, lua_gettop( L ) );
|
||||
i++;
|
||||
lua_pop( L, 1 );
|
||||
}
|
||||
|
||||
return frustum;
|
||||
}
|
||||
|
||||
static int pushFrustum( lua_State* L, Frustum* frustum ) {
|
||||
lua_createtable( L, 6, 0 );
|
||||
|
||||
for ( int i = 0; i < 6; i++ ) {
|
||||
uluaPushVector4( L, frustum->Planes[i] );
|
||||
lua_rawseti( L, -2, 1 + i );
|
||||
}
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> frustum = RL.ExtractFrustum( Matrix projection, Matrix modelview )
|
||||
|
||||
Extract frustum from projection and modelView matrices.
|
||||
|
||||
- Success return Vector4{}
|
||||
*/
|
||||
int lmathExtractFrustum( lua_State* L ) {
|
||||
Matrix projection = uluaGetMatrix( L, 1 );
|
||||
Matrix modelview = uluaGetMatrix( L, 2 );
|
||||
|
||||
Frustum frustum = { 0 };
|
||||
ExtractFrustum( &frustum, projection, modelview );
|
||||
|
||||
pushFrustum( L, &frustum );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> inFrustum = RL.PointInFrustum( Vector4{} frustum, Vector3 position )
|
||||
|
||||
Check if point inside frustum
|
||||
|
||||
- Success return bool
|
||||
*/
|
||||
int lmathPointInFrustum( lua_State* L ) {
|
||||
Frustum frustum = getFrustum( L, 1 );
|
||||
Vector3 position = uluaGetVector3( L, 2 );
|
||||
|
||||
lua_pushboolean( L, PointInFrustumV( &frustum, position ) );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> inFrustum = RL.SphereInFrustum( Vector4{} frustum, Vector3 position )
|
||||
|
||||
Check if sphere inside frustum
|
||||
|
||||
- Success return bool
|
||||
*/
|
||||
int lmathSphereInFrustum( lua_State* L ) {
|
||||
Frustum frustum = getFrustum( L, 1 );
|
||||
Vector3 position = uluaGetVector3( L, 2 );
|
||||
float radius = luaL_checknumber( L, 3 );
|
||||
|
||||
lua_pushboolean( L, SphereInFrustumV( &frustum, position, radius ) );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
> inFrustum = RL.AABBInFrustum( Vector4{} frustum, Vector3 min, Vector3 max )
|
||||
|
||||
Check if AABB inside frustum
|
||||
|
||||
- Success return bool
|
||||
*/
|
||||
int lmathAABBInFrustum( lua_State* L ) {
|
||||
Frustum frustum = getFrustum( L, 1 );
|
||||
Vector3 min = uluaGetVector3( L, 2 );
|
||||
Vector3 max = uluaGetVector3( L, 3 );
|
||||
|
||||
lua_pushboolean( L, AABBoxInFrustum( &frustum, min, max ) );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user