📄 imathfrustum.h
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T topMinusBottom = _top-_bottom;
T farPlusNear = _far+_near;
T farMinusNear = _far-_near;
if ((abs(rightMinusLeft) < 1 &&
abs(rightPlusLeft) > limits<T>::max() * abs(rightMinusLeft)) ||
(abs(topMinusBottom) < 1 &&
abs(topPlusBottom) > limits<T>::max() * abs(topMinusBottom)) ||
(abs(farMinusNear) < 1 &&
abs(farPlusNear) > limits<T>::max() * abs(farMinusNear)))
{
throw Iex::DivzeroExc ("Bad viewing frustum: "
"projection matrix cannot be computed.");
}
if ( _orthographic )
{
T tx = -rightPlusLeft / rightMinusLeft;
T ty = -topPlusBottom / topMinusBottom;
T tz = -farPlusNear / farMinusNear;
if ((abs(rightMinusLeft) < 1 &&
2 > limits<T>::max() * abs(rightMinusLeft)) ||
(abs(topMinusBottom) < 1 &&
2 > limits<T>::max() * abs(topMinusBottom)) ||
(abs(farMinusNear) < 1 &&
2 > limits<T>::max() * abs(farMinusNear)))
{
throw Iex::DivzeroExc ("Bad viewing frustum: "
"projection matrix cannot be computed.");
}
T A = 2 / rightMinusLeft;
T B = 2 / topMinusBottom;
T C = -2 / farMinusNear;
return Matrix44<T>( A, 0, 0, 0,
0, B, 0, 0,
0, 0, C, 0,
tx, ty, tz, 1.f );
}
else
{
T A = rightPlusLeft / rightMinusLeft;
T B = topPlusBottom / topMinusBottom;
T C = -farPlusNear / farMinusNear;
T farTimesNear = -2 * _far * _near;
if (abs(farMinusNear) < 1 &&
abs(farTimesNear) > limits<T>::max() * abs(farMinusNear))
{
throw Iex::DivzeroExc ("Bad viewing frustum: "
"projection matrix cannot be computed.");
}
T D = farTimesNear / farMinusNear;
T twoTimesNear = 2 * _near;
if ((abs(rightMinusLeft) < 1 &&
abs(twoTimesNear) > limits<T>::max() * abs(rightMinusLeft)) ||
(abs(topMinusBottom) < 1 &&
abs(twoTimesNear) > limits<T>::max() * abs(topMinusBottom)))
{
throw Iex::DivzeroExc ("Bad viewing frustum: "
"projection matrix cannot be computed.");
}
T E = twoTimesNear / rightMinusLeft;
T F = twoTimesNear / topMinusBottom;
return Matrix44<T>( E, 0, 0, 0,
0, F, 0, 0,
A, B, C, -1,
0, 0, D, 0 );
}
}
template<class T>
Frustum<T> Frustum<T>::window(T l, T r, T t, T b) const
{
// move it to 0->1 space
Vec2<T> bl = screenToLocal( Vec2<T>(l,b) );
Vec2<T> tr = screenToLocal( Vec2<T>(r,t) );
return Frustum<T>(_near, _far, bl.x, tr.x, tr.y, bl.y, _orthographic);
}
template<class T>
Vec2<T> Frustum<T>::screenToLocal(const Vec2<T> &s) const
{
return Vec2<T>( _left + (_right-_left) * (1.f+s.x) / 2.f,
_bottom + (_top-_bottom) * (1.f+s.y) / 2.f );
}
template<class T>
Vec2<T> Frustum<T>::localToScreen(const Vec2<T> &p) const
{
T leftPlusRight = _left - 2 * p.x + _right;
T leftMinusRight = _left-_right;
T bottomPlusTop = _bottom - 2 * p.y + _top;
T bottomMinusTop = _bottom-_top;
if ((abs(leftMinusRight) < 1 &&
abs(leftPlusRight) > limits<T>::max() * abs(leftMinusRight)) ||
(abs(bottomMinusTop) < 1 &&
abs(bottomPlusTop) > limits<T>::max() * abs(bottomMinusTop)))
{
throw Iex::DivzeroExc
("Bad viewing frustum: "
"local-to-screen transformation cannot be computed");
}
return Vec2<T>( leftPlusRight / leftMinusRight,
bottomPlusTop / bottomMinusTop );
}
template<class T>
Line3<T> Frustum<T>::projectScreenToRay(const Vec2<T> &p) const
{
Vec2<T> point = screenToLocal(p);
if (orthographic())
return Line3<T>( Vec3<T>(point.x,point.y, 0.0),
Vec3<T>(point.x,point.y,-_near));
else
return Line3<T>( Vec3<T>(0, 0, 0), Vec3<T>(point.x,point.y,-_near));
}
template<class T>
Vec2<T> Frustum<T>::projectPointToScreen(const Vec3<T> &point) const
{
if (orthographic() || point.z == 0)
return localToScreen( Vec2<T>( point.x, point.y ) );
else
return localToScreen( Vec2<T>( point.x * _near / -point.z,
point.y * _near / -point.z ) );
}
template<class T>
T Frustum<T>::ZToDepth(long zval,long zmin,long zmax) const
{
int zdiff = zmax - zmin;
if (zdiff == 0)
{
throw Iex::DivzeroExc
("Bad call to Frustum::ZToDepth: zmax == zmin");
}
if ( zval > zmax+1 ) zval -= zdiff;
T fzval = (T(zval) - T(zmin)) / T(zdiff);
return normalizedZToDepth(fzval);
}
template<class T>
T Frustum<T>::normalizedZToDepth(T zval) const
{
T Zp = zval * 2.0 - 1;
if ( _orthographic )
{
return -(Zp*(_far-_near) + (_far+_near))/2;
}
else
{
T farTimesNear = 2 * _far * _near;
T farMinusNear = Zp * (_far - _near) - _far - _near;
if (abs(farMinusNear) < 1 &&
abs(farTimesNear) > limits<T>::max() * abs(farMinusNear))
{
throw Iex::DivzeroExc
("Frustum::normalizedZToDepth cannot be computed. The "
"near and far clipping planes of the viewing frustum "
"may be too close to each other");
}
return farTimesNear / farMinusNear;
}
}
template<class T>
long Frustum<T>::DepthToZ(T depth,long zmin,long zmax) const
{
long zdiff = zmax - zmin;
T farMinusNear = _far-_near;
if ( _orthographic )
{
T farPlusNear = 2*depth + _far + _near;
if (abs(farMinusNear) < 1 &&
abs(farPlusNear) > limits<T>::max() * abs(farMinusNear))
{
throw Iex::DivzeroExc
("Bad viewing frustum: near and far clipping planes "
"are too close to each other");
}
T Zp = -farPlusNear/farMinusNear;
return long(0.5*(Zp+1)*zdiff) + zmin;
}
else
{
// Perspective
T farTimesNear = 2*_far*_near;
if (abs(depth) < 1 &&
abs(farTimesNear) > limits<T>::max() * abs(depth))
{
throw Iex::DivzeroExc
("Bad call to DepthToZ function: value of `depth' "
"is too small");
}
T farPlusNear = farTimesNear/depth + _far + _near;
if (abs(farMinusNear) < 1 &&
abs(farPlusNear) > limits<T>::max() * abs(farMinusNear))
{
throw Iex::DivzeroExc
("Bad viewing frustum: near and far clipping planes "
"are too close to each other");
}
T Zp = farPlusNear/farMinusNear;
return long(0.5*(Zp+1)*zdiff) + zmin;
}
}
template<class T>
T Frustum<T>::screenRadius(const Vec3<T> &p, T radius) const
{
// Derivation:
// Consider X-Z plane.
// X coord of projection of p = xp = p.x * (-_near / p.z)
// Let q be p + (radius, 0, 0).
// X coord of projection of q = xq = (p.x - radius) * (-_near / p.z)
// X coord of projection of segment from p to q = r = xp - xq
// = radius * (-_near / p.z)
// A similar analysis holds in the Y-Z plane.
// So r is the quantity we want to return.
if (abs(p.z) > 1 || abs(-_near) < limits<T>::max() * abs(p.z))
{
return radius * (-_near / p.z);
}
else
{
throw Iex::DivzeroExc
("Bad call to Frustum::screenRadius: the magnitude of `p' "
"is too small");
}
return radius * (-_near / p.z);
}
template<class T>
T Frustum<T>::worldRadius(const Vec3<T> &p, T radius) const
{
if (abs(-_near) > 1 || abs(p.z) < limits<T>::max() * abs(-_near))
{
return radius * (p.z / -_near);
}
else
{
throw Iex::DivzeroExc
("Bad viewing frustum: the near clipping plane is too "
"close to zero");
}
}
template<class T>
void Frustum<T>::planes(Plane3<T> p[6])
{
//
// Plane order: Top, Right, Bottom, Left, Near, Far.
// Normals point outwards.
//
if (! _orthographic)
{
Vec3<T> a( _left, _bottom, -_near);
Vec3<T> b( _left, _top, -_near);
Vec3<T> c( _right, _top, -_near);
Vec3<T> d( _right, _bottom, -_near);
Vec3<T> o(0,0,0);
p[0].set( o, c, b );
p[1].set( o, d, c );
p[2].set( o, a, d );
p[3].set( o, b, a );
}
else
{
p[0].set( Vec3<T>( 0, 1, 0), _top );
p[1].set( Vec3<T>( 1, 0, 0), _right );
p[2].set( Vec3<T>( 0,-1, 0),-_bottom );
p[3].set( Vec3<T>(-1, 0, 0),-_left );
}
p[4].set( Vec3<T>(0, 0, 1), -_near );
p[5].set( Vec3<T>(0, 0,-1), _far );
}
template<class T>
void Frustum<T>::planes(Plane3<T> p[6], const Matrix44<T> &M)
{
//
// Plane order: Top, Right, Bottom, Left, Near, Far.
// Normals point outwards.
//
Vec3<T> a = Vec3<T>( _left, _bottom, -_near) * M;
Vec3<T> b = Vec3<T>( _left, _top, -_near) * M;
Vec3<T> c = Vec3<T>( _right, _top, -_near) * M;
Vec3<T> d = Vec3<T>( _right, _bottom, -_near) * M;
if (! _orthographic)
{
double s = _far / double(_near);
T farLeft = (T) (s * _left);
T farRight = (T) (s * _right);
T farTop = (T) (s * _top);
T farBottom = (T) (s * _bottom);
Vec3<T> e = Vec3<T>( farLeft, farBottom, -_far) * M;
Vec3<T> f = Vec3<T>( farLeft, farTop, -_far) * M;
Vec3<T> g = Vec3<T>( farRight, farTop, -_far) * M;
Vec3<T> o = Vec3<T>(0,0,0) * M;
p[0].set( o, c, b );
p[1].set( o, d, c );
p[2].set( o, a, d );
p[3].set( o, b, a );
p[4].set( a, d, c );
p[5].set( e, f, g );
}
else
{
Vec3<T> e = Vec3<T>( _left, _bottom, -_far) * M;
Vec3<T> f = Vec3<T>( _left, _top, -_far) * M;
Vec3<T> g = Vec3<T>( _right, _top, -_far) * M;
Vec3<T> h = Vec3<T>( _right, _bottom, -_far) * M;
p[0].set( c, g, f );
p[1].set( d, h, g );
p[2].set( a, e, h );
p[3].set( b, f, e );
p[4].set( a, d, c );
p[5].set( e, f, g );
}
}
typedef Frustum<float> Frustumf;
typedef Frustum<double> Frustumd;
} // namespace Imath
#endif
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