/usr/src/castle-game-engine-5.2.0/3d/castlefrustum.pas is in castle-game-engine-src 5.2.0-3.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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Copyright 2005-2014 Michalis Kamburelis.
This file is part of "Castle Game Engine".
"Castle Game Engine" is free software; see the file COPYING.txt,
included in this distribution, for details about the copyright.
"Castle Game Engine" is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
----------------------------------------------------------------------------
}
{ Frustum object (TFrustum) and helpers. }
unit CastleFrustum;
interface
uses CastleVectors, CastleBoxes;
type
{ Order of planes of TFrustum.
(This order is the same as the order of params to
procedure FrustumProjMatrix and OpenGL's glFrustum routine.
Article [http://www2.ravensoft.com/users/ggribb/plane%20extraction.pdf]
has swapped bottom and top positions). }
TFrustumPlane = (fpLeft, fpRight, fpBottom, fpTop, fpNear, fpFar);
TFrustumPointsSingle = packed array [0..7] of packed record
case Integer of
0: (XYZ: TVector3Single; W: Single);
1: (XYZW: TVector4Single);
end;
TFrustumPointsDouble = packed array [0..7] of packed record
case Integer of
0: (XYZ: TVector3Double; W: Double);
1: (XYZW: TVector4Double);
end;
const
FrustumPointsQuadsIndexes: array[TFrustumPlane, 0..3]of LongWord =
( (0, 3, 7, 4),
(1, 2, 6, 5),
(2, 3, 7, 6),
(0, 1, 5, 4),
(0, 1, 2, 3),
(4, 5, 6, 7) );
{ Useful if you want to draw frustum obtained from
TFrustum.CalculatePoints.
It's guaranteed that the first 4 items
touch only the first 4 (near plane) points of the frustum --- useful
if you want to draw only the near plane rect. For ZFarInfinity,
other points may be in infinity. }
FrustumPointsLinesIndexes: array[0..11, 0..1]of LongWord =
( (0, 1), (1, 2), (2, 3), (3, 0),
(4, 5), (5, 6), (6, 7), (7, 4),
(0, 4), (1, 5), (2, 6), (3, 7)
);
type
{ See @link(TFrustum.SphereCollisionPossible) for description
what each value of this type means. }
TFrustumCollisionPossible =
( fcNoCollision,
fcSomeCollisionPossible,
fcInsideFrustum );
{ Viewing frustum, defined as 6 plane equations.
Calculating and operating on such frustum.
Frustums with far plane in infinity (typically used in conjunction
with shadow volumes) are fully supported by all methods (we just have
5 frustum planes then).
We define this using ObjectPascal old-style "object", to have comfort
and low-overhead at the same time. }
TFrustum = object
private
procedure NormalizePlanes;
public
{ Calculate frustum, knowing the combined matrix (modelview * projection). }
constructor Init(const Matrix: TMatrix4Single);
{ Calculate frustum, knowing projection and modelview matrices.
This is equivalent to 1-parameter Init
with Matrix = ModelviewMatrix * ProjectionMatrix.
This way you can get from OpenGL your two matrices (modelview
and projection) (or you can calculate them using routines in this
unit like @link(FrustumProjMatrix)), then pass them to this routine
and you get your current viewing frustum. }
constructor Init(const ProjectionMatrix, ModelviewMatrix: TMatrix4Single);
public
{ Six planes defining the frustum.
Direction vectors of these planes must point to the inside of the frustum.
Currently, they are always normalized.
Note that if projection has far plane in infinity (indicated by
ZFarInfinity) then the far plane will be invalid ---
first three values of it's equation will be 0. }
Planes: array [TFrustumPlane] of TVector4Single;
ZFarInfinity: boolean;
{ Calculate 8 points of frustum. These points are simply
calculated doing ThreePlanesIntersectionPoint on appropriate planes.
Using these points you can easily draw given frustum on screen.
Use FrustumPointsQuadsIndexes to obtain indexes to FrustumPoints.
E.g. using OpenGL use code like this:
@longCode(#
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(4, GL_FLOAT / GL_DOUBLE, 0, @@FrustumPoints);
glDrawElements(GL_QUADS,
SizeOf(FrustumPointsQuadsIndexes) div SizeOf(LongWord),
GL_UNSIGNED_INT, @@FrustumPointsQuadsIndexes);
// or
glDrawElements(GL_LINES,
SizeOf(FrustumPointsLinesIndexes) div SizeOf(LongWord),
GL_UNSIGNED_INT, @@FrustumPointsLinesIndexes);
glDisableClientState(GL_VERTEX_ARRAY);
#)
This example rendering code will even work Ok with far plane in infinity.
Then the 4 points of the far plane will be "in infinity",
that is will have 4th component set to zero. Or, equivalently,
they will be directions. Homogeneous coordinates allow us for this,
and in fact you can just render such points without any problems
in OpenGL.
For good precision, always use TFrustumPointsDouble.
Tests show that, while storing the plane equations
with Single precision is sufficient, calculating FrustumPoints
using Single precision is *not* sufficient.
(Testcase that the Double precision is needed:
run @code(view3dscene demo_models/vrml_2/cones.wrl).
Jump to viewpoint named "Frustum needs double-precision".
Turn "Show viewing frustum" on. When view3dscene.lpr uses Single precision
with CalculatePoints (use TFrustumPointsSingle, and GL_FLOAT
at glVertexPointer) the result is incorrect, near and far quads
are visibly asymetrical.)
@raises(EPlanesParallel If Frustum doesn't have planes of any
valid frustum.)
@groupBegin
}
procedure CalculatePoints(out FrustumPoints: TFrustumPointsSingle); overload;
procedure CalculatePoints(out FrustumPoints: TFrustumPointsDouble); overload;
{ @groupEnd }
{ Checks for collision between frustum and sphere.
Check is done fast, but is not accurate, that's why this function's
name contains "CollisionPossible". It returns:
fcNoCollision when it's sure that there no collision,
fcSomeCollisionPossible when some collision is possible,
but nothing is sure. There *probably* is some collision,
but it's not difficult to find some special situations where there
is no collision but this function answers fcSomeCollisionPossible.
There actually may be either no collision,
or only part of sphere may be inside frustum.
Note that it's guaranteed that if the whole sphere
(or the whole box in case of Box3DCollisionPossible)
is inside the frustum that fcInsideFrustum will be returned,
not fcSomeCollisionPossible.
fcInsideFrustum if sphere is for sure inside the frustum.
So this function usually cannot be used for some precise collision
detection, but it can be used for e.g. optimizing your graphic engine
by doing frustum culling. Note that fcInsideFrustum result
is often useful when you're comparing your frustum with
bounding volume of some tree (e.g. octree) node: fcInsideFrustum
tells you that not only this node collides with frustum,
but also all it's children nodes collide for sure with frustum.
This allows you to save some time instead of doing useless
recursion down the tree.
Many useful optimization ideas used in implementing this function
were found at
[http://www.flipcode.com/articles/article_frustumculling.shtml].
@seealso TFrustum.Box3DCollisionPossible
}
function SphereCollisionPossible(
const SphereCenter: TVector3Single; const SphereRadiusSqr: Single):
TFrustumCollisionPossible;
{ Checks for collision between frustum and sphere, faster.
Like @link(TFrustum.SphereCollisionPossible),
but this only returns true (when TFrustum.SphereCollisionPossible
would return fcSomeCollisionPossible or fcInsideFrustum)
or false (when TFrustum.SphereCollisionPossible
would return fcNoCollision).
Consequently, it runs (very slightly) faster.
Use this if you don't need to differentiate between
fcSomeCollisionPossible or fcInsideFrustum cases. }
function SphereCollisionPossibleSimple(
const SphereCenter: TVector3Single; const SphereRadiusSqr: Single):
boolean;
{ Checks for collision between frustum and box.
Meaning of return value like @link(SphereCollisionPossible). }
function Box3DCollisionPossible(
const Box: TBox3D): TFrustumCollisionPossible;
{ Checks for collision between frustum and box, faster.
Meaning of return value like @link(SphereCollisionPossibleSimple). }
function Box3DCollisionPossibleSimple(
const Box: TBox3D): boolean;
function Move(const M: TVector3Single): TFrustum;
procedure MoveTo1st(const M: TVector3Single);
{ Is Direction within a frustum. You can think of
direction it as a "point infinitely away in given Direction",
like the direction to the sun. Note that this ignores
near/far planes of the frustum, only checking the 4 side planes. }
function DirectionInside(const Direction: TVector3Single): boolean;
{ Transform frustum by a matrix.
@param(M Transformation matrix.
This matrix must be "sane": it must transform homogeneous positions
into homogeneous positions, and homogeneous directions into
homogeneous directions. Also, it must not invert or do other weird stuff
(like shear) with directions. To be safe just make sure it's a matrix
composed only from translations, rotations, and scale (with all
scale parameters being > 0).)
@raises(ETransformedResultInvalid In some cases when matrix is not sane.) }
function Transform(const M: TMatrix4Single): TFrustum;
function ToNiceStr(const Indent: string): string;
end;
PFrustum = ^TFrustum;
implementation
constructor TFrustum.Init(const Matrix: TMatrix4Single);
begin
{ Based on [http://www2.ravensoft.com/users/ggribb/plane%20extraction.pdf].
Note that position of bottom and top planes in array Frustum is swapped
in my code. }
Planes[fpLeft][0] := Matrix[0][3] + Matrix[0][0];
Planes[fpLeft][1] := Matrix[1][3] + Matrix[1][0];
Planes[fpLeft][2] := Matrix[2][3] + Matrix[2][0];
Planes[fpLeft][3] := Matrix[3][3] + Matrix[3][0];
Planes[fpRight][0] := Matrix[0][3] - Matrix[0][0];
Planes[fpRight][1] := Matrix[1][3] - Matrix[1][0];
Planes[fpRight][2] := Matrix[2][3] - Matrix[2][0];
Planes[fpRight][3] := Matrix[3][3] - Matrix[3][0];
Planes[fpBottom][0] := Matrix[0][3] + Matrix[0][1];
Planes[fpBottom][1] := Matrix[1][3] + Matrix[1][1];
Planes[fpBottom][2] := Matrix[2][3] + Matrix[2][1];
Planes[fpBottom][3] := Matrix[3][3] + Matrix[3][1];
Planes[fpTop][0] := Matrix[0][3] - Matrix[0][1];
Planes[fpTop][1] := Matrix[1][3] - Matrix[1][1];
Planes[fpTop][2] := Matrix[2][3] - Matrix[2][1];
Planes[fpTop][3] := Matrix[3][3] - Matrix[3][1];
Planes[fpNear][0] := Matrix[0][3] + Matrix[0][2];
Planes[fpNear][1] := Matrix[1][3] + Matrix[1][2];
Planes[fpNear][2] := Matrix[2][3] + Matrix[2][2];
Planes[fpNear][3] := Matrix[3][3] + Matrix[3][2];
Planes[fpFar][0] := Matrix[0][3] - Matrix[0][2];
Planes[fpFar][1] := Matrix[1][3] - Matrix[1][2];
Planes[fpFar][2] := Matrix[2][3] - Matrix[2][2];
Planes[fpFar][3] := Matrix[3][3] - Matrix[3][2];
{ If Planes[fpFar] has really exactly zero vector,
then far plane is in infinity. }
ZFarInfinity :=
(Planes[fpFar][0] = 0) and
(Planes[fpFar][1] = 0) and
(Planes[fpFar][2] = 0);
NormalizePlanes;
end;
procedure TFrustum.NormalizePlanes;
var
fp, LastPlane: TFrustumPlane;
begin
LastPlane := High(fp);
if ZFarInfinity then
LastPlane := Pred(LastPlane);
for fp := Low(fp) to LastPlane do
begin
NormalizePlaneTo1st(Planes[fp]);
{ Previously we used this hack:
We know that every plane Planes[fp] is correct, i.e. it's direction
vector has non-zero length. But sometimes algorithm above calculates
such vector with very small length, especially for fpFar plane.
This causes problems when I'm later processing this plane,
errors cumulate and suddenly something thinks that it has
a zero-vector, while actually it is (or was) a vector with
very small (but non-zero) length.
I could do here
NormalizePlaneTo1st(Planes[fp]);
instead, but that would be slow (NormalizePlaneTo1st costs me
calculating 1 Sqrt).
if VectorLenSqr(PVector3Single(@Planes[fp])^) < 0.001 then
VectorScaleTo1st(Planes[fp], 100000);
}
end;
end;
constructor TFrustum.Init(
const ProjectionMatrix, ModelviewMatrix: TMatrix4Single);
begin
Init(MatrixMult(ProjectionMatrix, ModelviewMatrix));
end;
procedure TFrustum.CalculatePoints(out FrustumPoints: TFrustumPointsSingle);
var
Camera: TVector3Single;
begin
{ Actually this can be speeded up some day by doing
TwoPlanesIntersectionLine and then some TryPlaneLineIntersection,
since current implementation will calculate
(inside ThreePlanesIntersectionPoint) the same Line0+LineVector many times. }
FrustumPoints[0].XYZ := ThreePlanesIntersectionPoint(Planes[fpNear], Planes[fpLeft], Planes[fpTop]);
FrustumPoints[1].XYZ := ThreePlanesIntersectionPoint(Planes[fpNear], Planes[fpRight], Planes[fpTop]);
FrustumPoints[2].XYZ := ThreePlanesIntersectionPoint(Planes[fpNear], Planes[fpRight], Planes[fpBottom]);
FrustumPoints[3].XYZ := ThreePlanesIntersectionPoint(Planes[fpNear], Planes[fpLeft], Planes[fpBottom]);
FrustumPoints[0].W := 1;
FrustumPoints[1].W := 1;
FrustumPoints[2].W := 1;
FrustumPoints[3].W := 1;
if not ZFarInfinity then
begin
{ 4..7 are in the same order as 0..3, but with "far" instead of "near" }
FrustumPoints[4].XYZ := ThreePlanesIntersectionPoint(Planes[fpFar], Planes[fpLeft], Planes[fpTop]);
FrustumPoints[5].XYZ := ThreePlanesIntersectionPoint(Planes[fpFar], Planes[fpRight], Planes[fpTop]);
FrustumPoints[6].XYZ := ThreePlanesIntersectionPoint(Planes[fpFar], Planes[fpRight], Planes[fpBottom]);
FrustumPoints[7].XYZ := ThreePlanesIntersectionPoint(Planes[fpFar], Planes[fpLeft], Planes[fpBottom]);
FrustumPoints[4].W := 1;
FrustumPoints[5].W := 1;
FrustumPoints[6].W := 1;
FrustumPoints[7].W := 1;
end else
begin
Camera := ThreePlanesIntersectionPoint(Planes[fpRight], Planes[fpLeft], Planes[fpTop]);
FrustumPoints[4].XYZ := VectorSubtract(FrustumPoints[0].XYZ, Camera);
FrustumPoints[5].XYZ := VectorSubtract(FrustumPoints[1].XYZ, Camera);
FrustumPoints[6].XYZ := VectorSubtract(FrustumPoints[2].XYZ, Camera);
FrustumPoints[7].XYZ := VectorSubtract(FrustumPoints[3].XYZ, Camera);
FrustumPoints[4].W := 0;
FrustumPoints[5].W := 0;
FrustumPoints[6].W := 0;
FrustumPoints[7].W := 0;
end;
end;
procedure TFrustum.CalculatePoints(out FrustumPoints: TFrustumPointsDouble);
var
Camera: TVector3Double;
begin
{ Copied from implementation for TFrustumPointsSingle, but here converting
to double precision. }
FrustumPoints[0].XYZ := ThreePlanesIntersectionPoint(Vector4Double(Planes[fpNear]), Vector4Double(Planes[fpLeft]), Vector4Double(Planes[fpTop]));
FrustumPoints[1].XYZ := ThreePlanesIntersectionPoint(Vector4Double(Planes[fpNear]), Vector4Double(Planes[fpRight]), Vector4Double(Planes[fpTop]));
FrustumPoints[2].XYZ := ThreePlanesIntersectionPoint(Vector4Double(Planes[fpNear]), Vector4Double(Planes[fpRight]), Vector4Double(Planes[fpBottom]));
FrustumPoints[3].XYZ := ThreePlanesIntersectionPoint(Vector4Double(Planes[fpNear]), Vector4Double(Planes[fpLeft]), Vector4Double(Planes[fpBottom]));
FrustumPoints[0].W := 1;
FrustumPoints[1].W := 1;
FrustumPoints[2].W := 1;
FrustumPoints[3].W := 1;
if not ZFarInfinity then
begin
FrustumPoints[4].XYZ := ThreePlanesIntersectionPoint(Vector4Double(Planes[fpFar]), Vector4Double(Planes[fpLeft]), Vector4Double(Planes[fpTop]));
FrustumPoints[5].XYZ := ThreePlanesIntersectionPoint(Vector4Double(Planes[fpFar]), Vector4Double(Planes[fpRight]), Vector4Double(Planes[fpTop]));
FrustumPoints[6].XYZ := ThreePlanesIntersectionPoint(Vector4Double(Planes[fpFar]), Vector4Double(Planes[fpRight]), Vector4Double(Planes[fpBottom]));
FrustumPoints[7].XYZ := ThreePlanesIntersectionPoint(Vector4Double(Planes[fpFar]), Vector4Double(Planes[fpLeft]), Vector4Double(Planes[fpBottom]));
FrustumPoints[4].W := 1;
FrustumPoints[5].W := 1;
FrustumPoints[6].W := 1;
FrustumPoints[7].W := 1;
end else
begin
Camera := ThreePlanesIntersectionPoint(Vector4Double(Planes[fpRight]), Vector4Double(Planes[fpLeft]), Vector4Double(Planes[fpTop]));
FrustumPoints[4].XYZ := VectorSubtract(FrustumPoints[0].XYZ, Camera);
FrustumPoints[5].XYZ := VectorSubtract(FrustumPoints[1].XYZ, Camera);
FrustumPoints[6].XYZ := VectorSubtract(FrustumPoints[2].XYZ, Camera);
FrustumPoints[7].XYZ := VectorSubtract(FrustumPoints[3].XYZ, Camera);
FrustumPoints[4].W := 0;
FrustumPoints[5].W := 0;
FrustumPoints[6].W := 0;
FrustumPoints[7].W := 0;
end;
end;
function TFrustum.SphereCollisionPossible(
const SphereCenter: TVector3Single; const SphereRadiusSqr: Single):
TFrustumCollisionPossible;
var
fp, LastPlane: TFrustumPlane;
Distance, SqrRealDistance: Single;
InsidePlanesCount: Cardinal;
begin
InsidePlanesCount := 0;
LastPlane := High(FP);
Assert(LastPlane = fpFar);
{ If the frustum has far plane in infinity, then ignore this plane.
Inc InsidePlanesCount, since the sphere is inside this infinite plane. }
if ZFarInfinity then
begin
LastPlane := Pred(LastPlane);
Inc(InsidePlanesCount);
end;
{ The logic goes like this:
if sphere is on the "outside" of *any* of 6 planes, result is NoCollision
if sphere is on the "inside" of *all* 6 planes, result is InsideFrustum
else SomeCollisionPossible.
Ideas based on
[http://www.flipcode.com/articles/article_frustumculling.shtml]
Version below is even better optimized: in case sphere
intersects with one plane, but is outside another plane,
their version may answer "intersection" (equivalent to my
SomeCollisionPossible), without realizing that actually a better
answer, NoCollision, exists. }
{ For the sake of maximum speed, I'm not using here things like
VectorDotProduct or PointToPlaneDistanceSqr }
for fp := Low(fp) to LastPlane do
begin
{ This is not a true distance since this is signed }
Distance := Planes[fp][0] * SphereCenter[0] +
Planes[fp][1] * SphereCenter[1] +
Planes[fp][2] * SphereCenter[2] +
Planes[fp][3];
SqrRealDistance := Sqr(Distance);
if (Distance < 0) and (SqrRealDistance > SphereRadiusSqr) then
begin
Result := fcNoCollision;
Exit;
end else
if SqrRealDistance >= SphereRadiusSqr then
Inc(InsidePlanesCount);
end;
if InsidePlanesCount = 6 then
Result := fcInsideFrustum else
Result := fcSomeCollisionPossible;
end;
function TFrustum.SphereCollisionPossibleSimple(
const SphereCenter: TVector3Single; const SphereRadiusSqr: Single):
boolean;
var
fp: TFrustumPlane;
Distance, SqrRealDistance: Single;
LastPlane: TFrustumPlane;
begin
LastPlane := High(FP);
Assert(LastPlane = fpFar);
{ If the frustum has far plane in infinity, then ignore this plane. }
if ZFarInfinity then
LastPlane := Pred(LastPlane);
for fp := Low(fp) to LastPlane do
begin
{ This is not a true distance since this is signed }
Distance := Planes[fp][0] * SphereCenter[0] +
Planes[fp][1] * SphereCenter[1] +
Planes[fp][2] * SphereCenter[2] +
Planes[fp][3];
SqrRealDistance := Sqr(Distance);
if (Distance < 0) and (SqrRealDistance > SphereRadiusSqr) then
begin
Result := false;
Exit;
end;
end;
Result := true;
end;
function TFrustum.Box3DCollisionPossible(
const Box: TBox3D): TFrustumCollisionPossible;
{ Note: I tried to optimize this function,
since it's crucial for TOctree.EnumerateCollidingOctreeItems,
and this is crucial for TCastleScene.RenderFrustumOctree,
and this is crucial for overall speed of rendering. }
var
fp: TFrustumPlane;
InsidePlanesCount: Cardinal;
LastPlane: TFrustumPlane;
begin
if Box.IsEmpty then
Exit(fcNoCollision);
InsidePlanesCount := 0;
LastPlane := High(FP);
Assert(LastPlane = fpFar);
{ If the frustum has far plane in infinity, then ignore this plane.
Inc InsidePlanesCount, since the box is inside this infinite plane. }
if ZFarInfinity then
begin
LastPlane := Pred(LastPlane);
Inc(InsidePlanesCount);
end;
{ The logic goes like this:
if box is on the "outside" of *any* of 6 planes, result is NoCollision
if box is on the "inside" of *all* 6 planes, result is InsideFrustum
else SomeCollisionPossible. }
for fp := Low(fp) to LastPlane do
begin
{ Don't be confused by names below: pcOutside means that box
is where Planes[fp] normal points, which means *inside* the frustum... }
case Box.PlaneCollision(Planes[fp]) of
pcInside: Exit(fcNoCollision);
pcOutside: Inc(InsidePlanesCount);
end;
end;
if InsidePlanesCount = 6 then
Result := fcInsideFrustum else
Result := fcSomeCollisionPossible;
end;
function TFrustum.Box3DCollisionPossibleSimple(
const Box: TBox3D): boolean;
{ Implementation is obviously based on
TFrustum.Box3DCollisionPossible above, see there for more comments. }
var
fp: TFrustumPlane;
LastPlane: TFrustumPlane;
begin
if Box.IsEmpty then
Exit(false);
LastPlane := High(FP);
Assert(LastPlane = fpFar);
{ If the frustum has far plane in infinity, then ignore this plane. }
if ZFarInfinity then
LastPlane := Pred(LastPlane);
for fp := Low(fp) to LastPlane do
{ Again, don't be confused by name "Inside" below: pcInside
means that box is where Planes[fp] inverted normal points,
which means *outside* the frustum... }
if Box.PlaneCollisionInside(Planes[fp]) then
Exit(false);
Result := true;
end;
function TFrustum.Move(const M: TVector3Single): TFrustum;
begin
Result.Planes[fpLeft ] := PlaneMove(Planes[fpLeft] , M);
Result.Planes[fpRight ] := PlaneMove(Planes[fpRight] , M);
Result.Planes[fpBottom] := PlaneMove(Planes[fpBottom], M);
Result.Planes[fpTop ] := PlaneMove(Planes[fpTop] , M);
Result.Planes[fpNear ] := PlaneMove(Planes[fpNear] , M);
{ This is Ok for frustum with infinite far plane, since
PlaneMove will simply keep the far plane invalid }
Result.Planes[fpFar ] := PlaneMove(Planes[fpFar] , M);
Result.ZFarInfinity := ZFarInfinity;
Result.NormalizePlanes;
end;
procedure TFrustum.MoveTo1st(const M: TVector3Single);
begin
PlaneMoveTo1st(Planes[fpLeft] , M);
PlaneMoveTo1st(Planes[fpRight] , M);
PlaneMoveTo1st(Planes[fpBottom], M);
PlaneMoveTo1st(Planes[fpTop] , M);
PlaneMoveTo1st(Planes[fpNear] , M);
{ This is Ok for frustum with infinite far plane, since
PlaneMove will simply keep the far plane invalid }
PlaneMoveTo1st(Planes[fpFar] , M);
NormalizePlanes;
end;
function TFrustum.DirectionInside(const Direction: TVector3Single): boolean;
begin
{ First we check fpTop, since this (usually?) has the highest chance
of failing (when Direction is direction of sun high in the sky) }
Result := ( Planes[fpTop][0] * Direction[0] +
Planes[fpTop][1] * Direction[1] +
Planes[fpTop][2] * Direction[2] >= 0 ) and
( Planes[fpLeft][0] * Direction[0] +
Planes[fpLeft][1] * Direction[1] +
Planes[fpLeft][2] * Direction[2] >= 0 ) and
( Planes[fpRight][0] * Direction[0] +
Planes[fpRight][1] * Direction[1] +
Planes[fpRight][2] * Direction[2] >= 0 ) and
( Planes[fpBottom][0] * Direction[0] +
Planes[fpBottom][1] * Direction[1] +
Planes[fpBottom][2] * Direction[2] >= 0 );
end;
function TFrustum.Transform(const M: TMatrix4Single): TFrustum;
var
I: TFrustumPlane;
begin
if ZFarInfinity then
begin
Assert(High(I) = fpFar);
for I := Low(I) to Pred(High(I)) do
Result.Planes[I] := PlaneTransform(Planes[I], M);
Result.Planes[fpFar] := ZeroVector4Single;
end else
for I := Low(I) to High(I) do
Result.Planes[I] := PlaneTransform(Planes[I], M);
Result.ZFarInfinity := ZFarInfinity;
end;
function TFrustum.ToNiceStr(const Indent: string): string;
var
I: TFrustumPlane;
begin
Result := '';
if ZFarInfinity then
begin
Assert(High(I) = fpFar);
for I := Low(I) to Pred(High(I)) do
Result += Indent + VectorToNiceStr(Planes[I]) + LineEnding;
Result += Indent + '(no far plane, frustum goes to infinity)' +
LineEnding;
end else
for I := Low(I) to High(I) do
Result += Indent + VectorToNiceStr(Planes[I]) + LineEnding;
end;
end.
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