1 /* 2 * Copyright (c) 2024 Huawei Device Co., Ltd. 3 * Licensed under the Apache License, Version 2.0 (the "License"); 4 * you may not use this file except in compliance with the License. 5 * You may obtain a copy of the License at 6 * 7 * http://www.apache.org/licenses/LICENSE-2.0 8 * 9 * Unless required by applicable law or agreed to in writing, software 10 * distributed under the License is distributed on an "AS IS" BASIS, 11 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 12 * See the License for the specific language governing permissions and 13 * limitations under the License. 14 */ 15 16 #include "frustum_util.h" 17 18 #include <cstdint> 19 20 #include <base/containers/string_view.h> 21 #include <base/math/matrix.h> 22 #include <base/math/vector.h> 23 #include <base/math/vector_util.h> 24 #include <base/namespace.h> 25 #include <base/util/uid.h> 26 #include <core/namespace.h> 27 28 CORE_BEGIN_NAMESPACE() 29 using BASE_NS::string_view; 30 using BASE_NS::Uid; 31 using BASE_NS::Math::Mat4X4; 32 using BASE_NS::Math::Vec3; 33 CreateFrustum(const Mat4X4 & matrix) const34Frustum FrustumUtil::CreateFrustum(const Mat4X4& matrix) const 35 { 36 Frustum frustum; 37 38 auto& planes = frustum.planes; 39 planes[Frustum::PLANE_LEFT].x = matrix[0].w + matrix[0].x; 40 planes[Frustum::PLANE_LEFT].y = matrix[1].w + matrix[1].x; 41 planes[Frustum::PLANE_LEFT].z = matrix[2].w + matrix[2].x; 42 planes[Frustum::PLANE_LEFT].w = matrix[3].w + matrix[3].x; 43 44 planes[Frustum::PLANE_RIGHT].x = matrix[0].w - matrix[0].x; 45 planes[Frustum::PLANE_RIGHT].y = matrix[1].w - matrix[1].x; 46 planes[Frustum::PLANE_RIGHT].z = matrix[2].w - matrix[2].x; 47 planes[Frustum::PLANE_RIGHT].w = matrix[3].w - matrix[3].x; 48 49 planes[Frustum::PLANE_BOTTOM].x = matrix[0].w - matrix[0].y; 50 planes[Frustum::PLANE_BOTTOM].y = matrix[1].w - matrix[1].y; 51 planes[Frustum::PLANE_BOTTOM].z = matrix[2].w - matrix[2].y; 52 planes[Frustum::PLANE_BOTTOM].w = matrix[3].w - matrix[3].y; 53 54 planes[Frustum::PLANE_TOP].x = matrix[0].w + matrix[0].y; 55 planes[Frustum::PLANE_TOP].y = matrix[1].w + matrix[1].y; 56 planes[Frustum::PLANE_TOP].z = matrix[2].w + matrix[2].y; 57 planes[Frustum::PLANE_TOP].w = matrix[3].w + matrix[3].y; 58 59 planes[Frustum::PLANE_NEAR].x = matrix[0].w + matrix[0].z; 60 planes[Frustum::PLANE_NEAR].y = matrix[1].w + matrix[1].z; 61 planes[Frustum::PLANE_NEAR].z = matrix[2].w + matrix[2].z; 62 planes[Frustum::PLANE_NEAR].w = matrix[3].w + matrix[3].z; 63 64 planes[Frustum::PLANE_FAR].x = matrix[0].w - matrix[0].z; 65 planes[Frustum::PLANE_FAR].y = matrix[1].w - matrix[1].z; 66 planes[Frustum::PLANE_FAR].z = matrix[2].w - matrix[2].z; 67 planes[Frustum::PLANE_FAR].w = matrix[3].w - matrix[3].z; 68 69 for (uint32_t idx = 0; idx < Frustum::PLANE_COUNT; ++idx) { 70 const float rcpLength = 1.0f / Magnitude(Vec3(planes[idx])); 71 planes[idx] *= rcpLength; 72 } 73 return frustum; 74 } 75 SphereFrustumCollision(const Frustum & frustum,const Vec3 pos,const float radius) const76bool FrustumUtil::SphereFrustumCollision(const Frustum& frustum, const Vec3 pos, const float radius) const 77 { 78 for (auto const& plane : frustum.planes) { 79 const float d = (plane.x * pos.x) + (plane.y * pos.y) + (plane.z * pos.z) + plane.w; 80 if (d <= -radius) { 81 return false; 82 } 83 } 84 return true; 85 } 86 GetInterface(const Uid & uid) const87const IInterface* FrustumUtil::GetInterface(const Uid& uid) const 88 { 89 if ((uid == IFrustumUtil::UID) || (uid == IInterface::UID)) { 90 return this; 91 } 92 return nullptr; 93 } 94 GetInterface(const Uid & uid)95IInterface* FrustumUtil::GetInterface(const Uid& uid) 96 { 97 if ((uid == IFrustumUtil::UID) || (uid == IInterface::UID)) { 98 return this; 99 } 100 return nullptr; 101 } 102 Ref()103void FrustumUtil::Ref() {} 104 Unref()105void FrustumUtil::Unref() {} 106 CORE_END_NAMESPACE() 107