OctreeCamera::Visibility OctreeCamera::getVisibility( const AxisAlignedBox &bound ) { // Null boxes always invisible if ( bound.isNull() ) return NONE; // Get centre of the box Vector3 centre = bound.getCenter(); // Get the half-size of the box Vector3 halfSize = bound.getHalfSize(); bool all_inside = true; for ( int plane = 0; plane < 6; ++plane ) { // Skip far plane if infinite view frustum if (plane == FRUSTUM_PLANE_FAR && mFarDist == 0) continue; // This updates frustum planes and deals with cull frustum Plane::Side side = getFrustumPlane(plane).getSide(centre, halfSize); if(side == Plane::NEGATIVE_SIDE) return NONE; // We can't return now as the box could be later on the negative side of a plane. if(side == Plane::BOTH_SIDE) all_inside = false; } if ( all_inside ) return FULL; else return PARTIAL; }
//----------------------------------------------------------------------- bool Frustum::IsVisible(const AxisAlignedBox& bound, FrustumPlane* culledBy) { // Null boxes always invisible if (bound.isNull()) return false; // Infinite boxes always visible if (bound.isInfinite()) return true; // Make any pending updates to the calculated frustum planes _UpdateFrustumPlanes(); // Get centre of the box Vector3f centre = bound.getCenter(); // Get the half-size of the box Vector3f halfSize = bound.getHalfSize(); // For each plane, see if all points are on the negative side // If so, object is not visible for (int plane = 0; plane < 6; ++plane) { // Skip far plane if infinite view frustum if (plane == FRUSTUM_PLANE_FAR && m_farDist == 0) continue; Plane::Side side = m_frustumPlanes[plane].getSide(centre, halfSize); if (side == Plane::NEGATIVE_SIDE) { // ALL corners on negative side therefore out of view if (culledBy) *culledBy = (FrustumPlane)plane; return false; } } return true; }
//----------------------------------------------------------------------- Plane::Side Plane::getSide (const AxisAlignedBox& box) const { if (box.isNull()) return NO_SIDE; if (box.isInfinite()) return BOTH_SIDE; return getSide(box.getCenter(), box.getHalfSize()); }
// ------------------------------------------------------------------------ static bool isBoundOkForMcGuire(const AxisAlignedBox& lightCapBounds, const Ogre::Vector3& lightPosition) { // If light position is inside light cap bound then extrusion could be in opposite directions // and McGuire cap could intersect near clip plane of camera frustum without being noticed if(lightCapBounds.contains(lightPosition)) return false; // If angular size of object is too high then extrusion could be in almost opposite directions, // interpolated points would be extruded by shorter distance, and strange geometry of McGuire cap // could be visible even for well tesselated meshes. As a heuristic we will avoid McGuire cap if // angular size is larger than 60 degrees - it guarantees that interpolated points would be // extruded by at least cos(60deg/2) ~ 86% of the original extrusion distance. if(lightCapBounds.getHalfSize().length() / (lightCapBounds.getCenter() - lightPosition).length() > 0.5) // if boundingSphereAngularSize > 60deg { // Calculate angular size one more time using edge corners angular distance comparision, // Determine lit sides of the bound, store in mask enum { L = 1, R = 2, B = 4, T = 8, F = 16, N = 32 }; // left, right, bottom, top, far, near unsigned lightSidesMask = (lightPosition.x < lightCapBounds.getMinimum().x ? L : 0) | // left (lightPosition.x > lightCapBounds.getMaximum().x ? R : 0) | // right (lightPosition.y < lightCapBounds.getMinimum().y ? B : 0) | // bottom (lightPosition.y > lightCapBounds.getMaximum().y ? T : 0) | // top (lightPosition.z < lightCapBounds.getMinimum().z ? F : 0) | // far (lightPosition.z > lightCapBounds.getMaximum().z ? N : 0); // near // find corners on lit/unlit edge (should not be more than 6 simultaneously, but better be safe than sorry) Ogre::Vector3 edgeCorners[8]; unsigned edgeCornersCount = 0; std::pair<unsigned, AxisAlignedBox::CornerEnum> cornerMap[8] = { { F|L|B, AxisAlignedBox::FAR_LEFT_BOTTOM }, { F|R|B, AxisAlignedBox::FAR_RIGHT_BOTTOM }, { F|L|T, AxisAlignedBox::FAR_LEFT_TOP }, { F|R|T, AxisAlignedBox::FAR_RIGHT_TOP }, { N|L|B, AxisAlignedBox::NEAR_LEFT_BOTTOM },{ N|R|B, AxisAlignedBox::NEAR_RIGHT_BOTTOM }, { N|L|T, AxisAlignedBox::NEAR_LEFT_TOP }, { N|R|T, AxisAlignedBox::NEAR_RIGHT_TOP }}; for(auto& c : cornerMap) if((lightSidesMask & c.first) != 0 && (lightSidesMask & c.first) != c.first) // if adjacent sides not all lit or all unlit edgeCorners[edgeCornersCount++] = lightCapBounds.getCorner(c.second); // find max angular size in range [0..pi] by finding min cos of angular size, range [1..-1] Real cosAngle = 1.0; for(unsigned i0 = 0; i0 + 1 < edgeCornersCount; ++i0) for(unsigned i1 = i0 + 1; i1 < edgeCornersCount; ++i1) { // 4~6 edge corners, 6~15 angular distance calculations Vector3 a = (edgeCorners[i0] - lightPosition).normalisedCopy(); Vector3 b = (edgeCorners[i1] - lightPosition).normalisedCopy(); Real cosAB = a.dotProduct(b); if(cosAngle > cosAB) cosAngle = cosAB; } if(cosAngle < 0.5) // angularSize > 60 degrees return false; } return true; }
/* A 'more detailed' check for visibility of an AAB. This function returns none, partial, or full for visibility of the box. This is useful for stuff like Octree leaf culling */ PCZFrustum::Visibility PCZFrustum::getVisibility( const AxisAlignedBox &bound ) { // Null boxes always invisible if ( bound.isNull() ) return NONE; // Get centre of the box Vector3 centre = bound.getCenter(); // Get the half-size of the box Vector3 halfSize = bound.getHalfSize(); bool all_inside = true; // Check originplane if told to if (mUseOriginPlane) { Plane::Side side = mOriginPlane.getSide(centre, halfSize); if (side == Plane::NEGATIVE_SIDE) { return NONE; } // We can't return now as the box could be later on the negative side of another plane. if(side == Plane::BOTH_SIDE) { all_inside = false; } } // For each active culling plane, see if the entire aabb is on the negative side // If so, object is not visible PCPlaneList::iterator pit = mActiveCullingPlanes.begin(); while ( pit != mActiveCullingPlanes.end() ) { PCPlane * plane = *pit; Plane::Side xside = plane->getSide(centre, halfSize); if(xside == Plane::NEGATIVE_SIDE) { return NONE; } // We can't return now as the box could be later on the negative side of a plane. if(xside == Plane::BOTH_SIDE) { all_inside = false; break; } pit++; } if ( all_inside ) return FULL; else return PARTIAL; }
bool PCZFrustum::isVisible( const AxisAlignedBox & bound) const { // Null boxes are always invisible if (bound.isNull()) return false; // Infinite boxes are always visible if (bound.isInfinite()) return true; // Get centre of the box Vector3 centre = bound.getCenter(); // Get the half-size of the box Vector3 halfSize = bound.getHalfSize(); // Check originplane if told to if (mUseOriginPlane) { Plane::Side side = mOriginPlane.getSide(centre, halfSize); if (side == Plane::NEGATIVE_SIDE) { return false; } } // For each extra active culling plane, see if the entire aabb is on the negative side // If so, object is not visible PCPlaneList::const_iterator pit = mActiveCullingPlanes.begin(); while ( pit != mActiveCullingPlanes.end() ) { PCPlane * plane = *pit; Plane::Side xside = plane->getSide(centre, halfSize); if (xside == Plane::NEGATIVE_SIDE) { return false; } pit++; } return true; }
//----------------------------------------------------------------------- bool Frustum::isVisible(const AxisAlignedBox& bound, FrustumPlane* culledBy) const { // AABB盒子是个空盒子,不可见 if (bound.isNull()) return false; // AABB盒子无限大 if (bound.isInfinite()) return true; // 进行必要的更新 updateFrustumPlanes(); // 获取AABB盒子的中心 Vector3 centre = bound.getCenter(); // 获取盒子半大小向量 Vector3 halfSize = bound.getHalfSize(); // 遍历视锥体的每个平面,对每个平面, 见如果所有的点都在反面 // 如果这样,对象不可见 for (int plane = 0; plane < 6; ++plane) { // 如果视锥体无限,跳过远裁平面 if (plane == FRUSTUM_PLANE_FAR && mFarDist == 0) continue; Plane::Side side = mFrustumPlanes[plane].getSide(centre, halfSize); if (side == Plane::NEGATIVE_SIDE) { // 所有的角都在反面,那么在视域之外 if (culledBy) *culledBy = (FrustumPlane)plane; return false; } } return true; }
/** Checks how the second box intersects with the first. */ Intersection intersect( const PlaneBoundedVolume &one, const AxisAlignedBox &two ) { OctreeSceneManager::intersect_call++; // Null box? if (two.isNull()) return OUTSIDE; // Infinite box? if (two.isInfinite()) return INTERSECT; // Get centre of the box Vector3 centre = two.getCenter(); // Get the half-size of the box Vector3 halfSize = two.getHalfSize(); // For each plane, see if all points are on the negative side // If so, object is not visible. // If one or more are, it's partial. // If all aren't, full bool all_inside = true; PlaneList::const_iterator i, iend; iend = one.planes.end(); for (i = one.planes.begin(); i != iend; ++i) { const Plane& plane = *i; Plane::Side side = plane.getSide(centre, halfSize); if(side == one.outside) return OUTSIDE; if(side == Plane::BOTH_SIDE) all_inside = false; } if ( all_inside ) return INSIDE; else return INTERSECT; }