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- package com.voxel.engine.core.Utils;
- import org.lwjgl.BufferUtils;
- import org.lwjgl.util.vector.Vector3f;
- import java.nio.FloatBuffer;
- import static org.lwjgl.opengl.GL11.*;
- /**
- * Created with IntelliJ IDEA.
- * User: Toby's PC
- * Date: 14/01/14
- * Time: 19:37
- * To change this template use File | Settings | File Templates.
- */
- public class Frustum {
- // We create an enum of the sides so we don't have to call each side 0 or 1.
- // This way it makes it more understandable and readable when dealing with frustum sides.
- public static final int RIGHT = 0; // The RIGHT side of the frustum
- public static final int LEFT = 1; // The LEFT side of the frustum
- public static final int BOTTOM = 2; // The BOTTOM side of the frustum
- public static final int TOP = 3; // The TOP side of the frustum
- public static final int BACK = 4; // The BACK side of the frustum
- public static final int FRONT = 5; // The FRONT side of the frustum
- // Like above, instead of saying a number for the ABC and D of the plane, we
- // want to be more descriptive.
- public static final int A = 0; // The X value of the plane's normal
- public static final int B = 1; // The Y value of the plane's normal
- public static final int C = 2; // The Z value of the plane's normal
- public static final int D = 3; // The distance the plane is from the origin
- // This holds the A B C and D values for each side of our frustum.
- float[][] m_Frustum = new float[6][4];
- /** FloatBuffer to get ModelView matrix. **/
- FloatBuffer modl_b;
- /** FloatBuffer to get Projection matrix. **/
- FloatBuffer proj_b;
- ///////////////////////////////// NORMALIZE PLANE \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*
- /////
- ///// This normalizes a plane (A side) from a given frustum.
- /////
- ///////////////////////////////// NORMALIZE PLANE \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*
- public void normalizePlane(float[][] frustum, int side)
- {
- // Here we calculate the magnitude of the normal to the plane (point A B C)
- // Remember that (A, B, C) is that same thing as the normal's (X, Y, Z).
- // To calculate magnitude you use the equation: magnitude = sqrt( x^2 + y^2 + z^2)
- float magnitude = (float)Math.sqrt( frustum[side][A] * frustum[side][A] +
- frustum[side][B] * frustum[side][B] + frustum[side][C] * frustum[side][C] );
- // Then we divide the plane's values by it's magnitude.
- // This makes it easier to work with.
- frustum[side][A] /= magnitude;
- frustum[side][B] /= magnitude;
- frustum[side][C] /= magnitude;
- frustum[side][D] /= magnitude;
- }
- ///////////////////////////////// CALCULATE FRUSTUM \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*
- /////
- ///// This extracts our frustum from the projection and modelview matrix.
- /////
- ///////////////////////////////// CALCULATE FRUSTUM \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*
- public void calculateFrustum()
- {
- float[] proj = new float[16]; // This will hold our projection matrix
- float[] modl = new float[16]; // This will hold our modelview matrix
- float[] clip = new float[16]; // This will hold the clipping planes
- // glGetFloat() is used to extract information about our OpenGL world.
- // Below, we pass in GL_PROJECTION_MATRIX to abstract our projection matrix.
- // It then stores the matrix into an array of [16].
- proj_b.rewind();
- glGetFloat(GL_PROJECTION_MATRIX, proj_b);
- proj_b.rewind();
- proj_b.get(proj);
- // By passing in GL_MODELVIEW_MATRIX, we can abstract our model view matrix.
- // This also stores it in an array of [16].
- modl_b.rewind();
- glGetFloat(GL_MODELVIEW_MATRIX, modl_b);
- modl_b.rewind();
- modl_b.get(modl);
- // Now that we have our modelview and projection matrix, if we combine these 2 matrices,
- // it will give us our clipping planes. To combine 2 matrices, we multiply them.
- clip[ 0] = modl[ 0] * proj[ 0] + modl[ 1] * proj[ 4] + modl[ 2] * proj[ 8] + modl[ 3] * proj[12];
- clip[ 1] = modl[ 0] * proj[ 1] + modl[ 1] * proj[ 5] + modl[ 2] * proj[ 9] + modl[ 3] * proj[13];
- clip[ 2] = modl[ 0] * proj[ 2] + modl[ 1] * proj[ 6] + modl[ 2] * proj[10] + modl[ 3] * proj[14];
- clip[ 3] = modl[ 0] * proj[ 3] + modl[ 1] * proj[ 7] + modl[ 2] * proj[11] + modl[ 3] * proj[15];
- clip[ 4] = modl[ 4] * proj[ 0] + modl[ 5] * proj[ 4] + modl[ 6] * proj[ 8] + modl[ 7] * proj[12];
- clip[ 5] = modl[ 4] * proj[ 1] + modl[ 5] * proj[ 5] + modl[ 6] * proj[ 9] + modl[ 7] * proj[13];
- clip[ 6] = modl[ 4] * proj[ 2] + modl[ 5] * proj[ 6] + modl[ 6] * proj[10] + modl[ 7] * proj[14];
- clip[ 7] = modl[ 4] * proj[ 3] + modl[ 5] * proj[ 7] + modl[ 6] * proj[11] + modl[ 7] * proj[15];
- clip[ 8] = modl[ 8] * proj[ 0] + modl[ 9] * proj[ 4] + modl[10] * proj[ 8] + modl[11] * proj[12];
- clip[ 9] = modl[ 8] * proj[ 1] + modl[ 9] * proj[ 5] + modl[10] * proj[ 9] + modl[11] * proj[13];
- clip[10] = modl[ 8] * proj[ 2] + modl[ 9] * proj[ 6] + modl[10] * proj[10] + modl[11] * proj[14];
- clip[11] = modl[ 8] * proj[ 3] + modl[ 9] * proj[ 7] + modl[10] * proj[11] + modl[11] * proj[15];
- clip[12] = modl[12] * proj[ 0] + modl[13] * proj[ 4] + modl[14] * proj[ 8] + modl[15] * proj[12];
- clip[13] = modl[12] * proj[ 1] + modl[13] * proj[ 5] + modl[14] * proj[ 9] + modl[15] * proj[13];
- clip[14] = modl[12] * proj[ 2] + modl[13] * proj[ 6] + modl[14] * proj[10] + modl[15] * proj[14];
- clip[15] = modl[12] * proj[ 3] + modl[13] * proj[ 7] + modl[14] * proj[11] + modl[15] * proj[15];
- // Now we actually want to get the sides of the frustum. To do this we take
- // the clipping planes we received above and extract the sides from them.
- // This will extract the RIGHT side of the frustum
- m_Frustum[RIGHT][A] = clip[ 3] - clip[ 0];
- m_Frustum[RIGHT][B] = clip[ 7] - clip[ 4];
- m_Frustum[RIGHT][C] = clip[11] - clip[ 8];
- m_Frustum[RIGHT][D] = clip[15] - clip[12];
- // Now that we have a normal (A,B,C) and a distance (D) to the plane,
- // we want to normalize that normal and distance.
- // Normalize the RIGHT side
- normalizePlane(m_Frustum, RIGHT);
- // This will extract the LEFT side of the frustum
- m_Frustum[LEFT][A] = clip[ 3] + clip[ 0];
- m_Frustum[LEFT][B] = clip[ 7] + clip[ 4];
- m_Frustum[LEFT][C] = clip[11] + clip[ 8];
- m_Frustum[LEFT][D] = clip[15] + clip[12];
- // Normalize the LEFT side
- normalizePlane(m_Frustum, LEFT);
- // This will extract the BOTTOM side of the frustum
- m_Frustum[BOTTOM][A] = clip[ 3] + clip[ 1];
- m_Frustum[BOTTOM][B] = clip[ 7] + clip[ 5];
- m_Frustum[BOTTOM][C] = clip[11] + clip[ 9];
- m_Frustum[BOTTOM][D] = clip[15] + clip[13];
- // Normalize the BOTTOM side
- normalizePlane(m_Frustum, BOTTOM);
- // This will extract the TOP side of the frustum
- m_Frustum[TOP][A] = clip[ 3] - clip[ 1];
- m_Frustum[TOP][B] = clip[ 7] - clip[ 5];
- m_Frustum[TOP][C] = clip[11] - clip[ 9];
- m_Frustum[TOP][D] = clip[15] - clip[13];
- // Normalize the TOP side
- normalizePlane(m_Frustum, TOP);
- // This will extract the BACK side of the frustum
- m_Frustum[BACK][A] = clip[ 3] - clip[ 2];
- m_Frustum[BACK][B] = clip[ 7] - clip[ 6];
- m_Frustum[BACK][C] = clip[11] - clip[10];
- m_Frustum[BACK][D] = clip[15] - clip[14];
- // Normalize the BACK side
- normalizePlane(m_Frustum, BACK);
- // This will extract the FRONT side of the frustum
- m_Frustum[FRONT][A] = clip[ 3] + clip[ 2];
- m_Frustum[FRONT][B] = clip[ 7] + clip[ 6];
- m_Frustum[FRONT][C] = clip[11] + clip[10];
- m_Frustum[FRONT][D] = clip[15] + clip[14];
- // Normalize the FRONT side
- normalizePlane(m_Frustum, FRONT);
- }
- // The code below will allow us to make checks within the frustum. For example,
- // if we want to see if a point, a sphere, or a cube lies inside of the frustum.
- // Because all of our planes point INWARDS (The normals are all pointing inside the frustum)
- // we then can assume that if a point is in FRONT of all of the planes, it's inside.
- ///////////////////////////////// POINT IN FRUSTUM \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*
- /////
- ///// This determines if a point is inside of the frustum
- /////
- ///////////////////////////////// POINT IN FRUSTUM \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*
- public boolean pointInFrustum( float x, float y, float z )
- {
- // Go through all the sides of the frustum
- for(int i = 0; i < 6; i++ )
- {
- // Calculate the plane equation and check if the point is behind a side of the frustum
- if(m_Frustum[i][A] * x + m_Frustum[i][B] * y + m_Frustum[i][C] * z + m_Frustum[i][D] <= 0)
- {
- // The point was behind a side, so it ISN'T in the frustum
- return false;
- }
- }
- // The point was inside of the frustum (In front of ALL the sides of the frustum)
- return true;
- }
- ///////////////////////////////// SPHERE IN FRUSTUM \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*
- /////
- ///// This determines if a sphere is inside of our frustum by it's center and radius.
- /////
- ///////////////////////////////// SPHERE IN FRUSTUM \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*
- public boolean sphereInFrustum( float x, float y, float z, float radius )
- {
- // Go through all the sides of the frustum
- for(int i = 0; i < 6; i++ )
- {
- // If the center of the sphere is farther away from the plane than the radius
- if( m_Frustum[i][A] * x + m_Frustum[i][B] * y + m_Frustum[i][C] * z + m_Frustum[i][D] <= -radius )
- {
- // The distance was greater than the radius so the sphere is outside of the frustum
- return false;
- }
- }
- // The sphere was inside of the frustum!
- return true;
- }
- public boolean cubeInFrustum(Vector3f center, float size )
- {
- return cubeInFrustum( center.x, center.y, center.z, size );
- }
- ///////////////////////////////// CUBE IN FRUSTUM \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*
- /////
- ///// This determines if a cube is in or around our frustum by it's center and 1/2 it's length
- /////
- ///////////////////////////////// CUBE IN FRUSTUM \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*
- public boolean cubeInFrustum( float x, float y, float z, float size )
- {
- // This test is a bit more work, but not too much more complicated.
- // Basically, what is going on is, that we are given the center of the cube,
- // and half the length. Think of it like a radius. Then we checking each point
- // in the cube and seeing if it is inside the frustum. If a point is found in front
- // of a side, then we skip to the next side. If we get to a plane that does NOT have
- // a point in front of it, then it will return false.
- // *Note* - This will sometimes say that a cube is inside the frustum when it isn't.
- // This happens when all the corners of the bounding box are not behind any one plane.
- // This is rare and shouldn't effect the overall rendering speed.
- for(int i = 0; i < 6; i++ )
- {
- if(m_Frustum[i][A] * (x - size) + m_Frustum[i][B] * (y - size) + m_Frustum[i][C] * (z - size) + m_Frustum[i][D] > 0)
- continue;
- if(m_Frustum[i][A] * (x + size) + m_Frustum[i][B] * (y - size) + m_Frustum[i][C] * (z - size) + m_Frustum[i][D] > 0)
- continue;
- if(m_Frustum[i][A] * (x - size) + m_Frustum[i][B] * (y + size) + m_Frustum[i][C] * (z - size) + m_Frustum[i][D] > 0)
- continue;
- if(m_Frustum[i][A] * (x + size) + m_Frustum[i][B] * (y + size) + m_Frustum[i][C] * (z - size) + m_Frustum[i][D] > 0)
- continue;
- if(m_Frustum[i][A] * (x - size) + m_Frustum[i][B] * (y - size) + m_Frustum[i][C] * (z + size) + m_Frustum[i][D] > 0)
- continue;
- if(m_Frustum[i][A] * (x + size) + m_Frustum[i][B] * (y - size) + m_Frustum[i][C] * (z + size) + m_Frustum[i][D] > 0)
- continue;
- if(m_Frustum[i][A] * (x - size) + m_Frustum[i][B] * (y + size) + m_Frustum[i][C] * (z + size) + m_Frustum[i][D] > 0)
- continue;
- if(m_Frustum[i][A] * (x + size) + m_Frustum[i][B] * (y + size) + m_Frustum[i][C] * (z + size) + m_Frustum[i][D] > 0)
- continue;
- // If we get here, it isn't in the frustum
- return false;
- }
- return true;
- }
- /** Frustum constructor.
- */
- public Frustum()
- {
- modl_b = BufferUtils.createFloatBuffer(16);
- proj_b = BufferUtils.createFloatBuffer(16);
- }
- }
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