diff options
Diffstat (limited to 'src/jogl/classes/com/jogamp/opengl/math/geom/Frustum.java')
-rw-r--r-- | src/jogl/classes/com/jogamp/opengl/math/geom/Frustum.java | 82 |
1 files changed, 41 insertions, 41 deletions
diff --git a/src/jogl/classes/com/jogamp/opengl/math/geom/Frustum.java b/src/jogl/classes/com/jogamp/opengl/math/geom/Frustum.java index 93e68a1d6..fb311083f 100644 --- a/src/jogl/classes/com/jogamp/opengl/math/geom/Frustum.java +++ b/src/jogl/classes/com/jogamp/opengl/math/geom/Frustum.java @@ -30,11 +30,11 @@ package com.jogamp.opengl.math.geom; import com.jogamp.common.os.Platform; /** - * Providing frustum {@link #getPlanes() planes} derived by different inputs + * Providing frustum {@link #getPlanes() planes} derived by different inputs * ({@link #updateByPMV(float[], int) P*MV}, ..) - * used to {@link #classifySphere(float[], float) classify objects} and to test + * used to {@link #classifySphere(float[], float) classify objects} and to test * whether they are {@link #isOutside(AABBox) outside}. - * + * * <p> * Extracting the world-frustum planes from the P*Mv: * <pre> @@ -54,7 +54,7 @@ import com.jogamp.common.os.Platform; * Lighthouse3d.com * http://www.lighthouse3d.com/tutorials/view-frustum-culling/ * </pre> - * + * * Fundamentals about Planes, Half-Spaces and Frustum-Culling:<br/> * <pre> * Planes and Half-Spaces, Max Wagner <mwagner@digipen.edu> @@ -69,7 +69,7 @@ import com.jogamp.common.os.Platform; public class Frustum { /** Normalized planes[l, r, b, t, n, f] */ protected Plane[] planes = new Plane[6]; - + /** * Creates an undefined instance w/o calculating the frustum. * <p> @@ -83,35 +83,35 @@ public class Frustum { planes[i] = new Plane(); } } - - /** + + /** * Plane equation := dot(n, x - p) = 0 -> ax + bc + cx + d == 0 * <p> * In order to work w/ {@link Frustum#isOutside(AABBox) isOutside(..)} methods, * the normals have to point to the inside of the frustum. - * </p> + * </p> */ public static class Plane { /** Normal of the plane */ public final float[] n = new float[3]; - + /** Distance to origin */ public float d; - /** + /** * Return signed distance of plane to given point. * <ul> * <li>If dist < 0 , then the point p lies in the negative halfspace.</li> * <li>If dist = 0 , then the point p lies in the plane.</li> * <li>If dist > 0 , then the point p lies in the positive halfspace.</li> - * </ul> + * </ul> * A plane cuts 3D space into 2 half spaces. * <p> * Positive halfspace is where the plane’s normals vector points into. - * </p> + * </p> * <p> * Negative halfspace is the <i>other side</i> of the plane, i.e. *-1 - * </p> + * </p> **/ public final float distanceTo(float x, float y, float z) { return n[0] * x + n[1] * y + n[2] * z + d; @@ -121,13 +121,13 @@ public class Frustum { public final float distanceTo(float[] p) { return n[0] * p[0] + n[1] * p[1] + n[2] * p[2] + d; } - + @Override public String toString() { return "Plane[ [ " + n[0] + ", " + n[1] + ", " + n[2] + " ], " + d + "]"; } } - + /** Index for left plane: {@value} */ public static final int LEFT = 0; /** Index for right plane: {@value} */ @@ -140,7 +140,7 @@ public class Frustum { public static final int NEAR = 4; /** Index for far plane: {@value} */ public static final int FAR = 5; - + /** * {@link Plane}s are ordered in the returned array as follows: * <ul> @@ -154,17 +154,17 @@ public class Frustum { * <p> * {@link Plane}'s normals are pointing to the inside of the frustum * in order to work w/ {@link #isOutside(AABBox) isOutside(..)} methods. - * </p> - * - * @return array of normalized {@link Plane}s, order see above. + * </p> + * + * @return array of normalized {@link Plane}s, order see above. */ public final Plane[] getPlanes() { return planes; } - + /** * Copy the given <code>src</code> planes into this this instance's planes. * @param src the 6 source planes */ - public final void updateByPlanes(Plane[] src) { + public final void updateByPlanes(Plane[] src) { for (int i = 0; i < 6; ++i) { final Plane p0 = planes[i]; final float[] p0_n = p0.n; @@ -176,7 +176,7 @@ public class Frustum { p0.d = p1.d; } } - + /** * Calculate the frustum planes in world coordinates * using the passed float[16] as premultiplied P*MV (column major order). @@ -185,7 +185,7 @@ public class Frustum { * as required by this class. * </p> */ - public void updateByPMV(float[] pmv, int pmv_off) { + public void updateByPMV(float[] pmv, int pmv_off) { // Left: a = m41 + m11, b = m42 + m12, c = m43 + m13, d = m44 + m14 - [1..4] row-major // Left: a = m30 + m00, b = m31 + m01, c = m32 + m02, d = m33 + m03 - [0..3] row-major { @@ -264,11 +264,11 @@ public class Frustum { p.d /= invl; } } - + private static final boolean isOutsideImpl(Plane p, AABBox box) { final float[] low = box.getLow(); final float[] high = box.getHigh(); - + if ( p.distanceTo(low[0], low[1], low[2]) > 0.0f || p.distanceTo(high[0], low[1], low[2]) > 0.0f || p.distanceTo(low[0], high[1], low[2]) > 0.0f || @@ -298,19 +298,19 @@ public class Frustum { // We make no attempt to determine whether it's fully inside or not. return false; } - - + + public static enum Location { OUTSIDE, INSIDE, INTERSECT }; - + /** * Check to see if a point is outside, inside or on a plane of the frustum. - * + * * @param p the point * @return {@link Location} of point related to frustum planes */ public final Location classifyPoint(float[] p) { Location res = Location.INSIDE; - + for (int i = 0; i < 6; ++i) { final float d = planes[i].distanceTo(p); if ( d < 0.0f ) { @@ -321,43 +321,43 @@ public class Frustum { } return res; } - + /** * Check to see if a point is outside of the frustum. - * + * * @param p the point * @return true if outside of the frustum, otherwise inside or on a plane */ public final boolean isPointOutside(float[] p) { return Location.OUTSIDE == classifyPoint(p); } - + /** * Check to see if a sphere is outside, intersecting or inside of the frustum. - * + * * @param p center of the sphere * @param radius radius of the sphere * @return {@link Location} of point related to frustum planes */ public final Location classifySphere(float[] p, float radius) { Location res = Location.INSIDE; // fully inside - + for (int i = 0; i < 6; ++i) { final float d = planes[i].distanceTo(p); - if ( d < -radius ) { + if ( d < -radius ) { // fully outside return Location.OUTSIDE; } else if (d < radius ) { // intersecting res = Location.INTERSECT; } - } + } return res; } - + /** * Check to see if a sphere is outside of the frustum. - * + * * @param p center of the sphere * @param radius radius of the sphere * @return true if outside of the frustum, otherwise inside or intersecting @@ -365,7 +365,7 @@ public class Frustum { public final boolean isSphereOutside(float[] p, float radius) { return Location.OUTSIDE == classifySphere(p, radius); } - + public StringBuilder toString(StringBuilder sb) { if( null == sb ) { sb = new StringBuilder(); @@ -380,7 +380,7 @@ public class Frustum { .append("]"); return sb; } - + @Override public String toString() { return toString(null).toString(); |