Flywheel/joml/FrustumIntersection.java
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2022-07-15 00:00:54 -07:00

972 lines
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Java

/*
* The MIT License
*
* Copyright (c) 2015-2021 Kai Burjack
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
package com.jozufozu.flywheel.repack.joml;
/**
* Efficiently performs frustum intersection tests by caching the frustum planes of an arbitrary transformation {@link Matrix4fc matrix}.
* <p>
* This class is preferred over the frustum intersection methods in {@link Matrix4fc} when many objects need to be culled by the same static frustum.
*
* @author Kai Burjack
*/
public class FrustumIntersection {
/**
* Return value of {@link #intersectAab(float, float, float, float, float, float) intersectAab()}
* and its different overloads identifying the plane with equation <code>x=-1</code> when using the identity frustum.
*/
public static final int PLANE_NX = 0;
/**
* Return value of {@link #intersectAab(float, float, float, float, float, float) intersectAab()}
* and its different overloads identifying the plane with equation <code>x=1</code> when using the identity frustum.
*/
public static final int PLANE_PX = 1;
/**
* Return value of {@link #intersectAab(float, float, float, float, float, float) intersectAab()}
* and its different overloads identifying the plane with equation <code>y=-1</code> when using the identity frustum.
*/
public static final int PLANE_NY= 2;
/**
* Return value of {@link #intersectAab(float, float, float, float, float, float) intersectAab()}
* and its different overloads identifying the plane with equation <code>y=1</code> when using the identity frustum.
*/
public static final int PLANE_PY = 3;
/**
* Return value of {@link #intersectAab(float, float, float, float, float, float) intersectAab()}
* and its different overloads identifying the plane with equation <code>z=-1</code> when using the identity frustum.
*/
public static final int PLANE_NZ = 4;
/**
* Return value of {@link #intersectAab(float, float, float, float, float, float) intersectAab()}
* and its different overloads identifying the plane with equation <code>z=1</code> when using the identity frustum.
*/
public static final int PLANE_PZ = 5;
/**
* Return value of {@link #intersectAab(float, float, float, float, float, float) intersectAab()}
* and its different overloads indicating that the axis-aligned box intersects the frustum.
*/
public static final int INTERSECT = -1;
/**
* Return value of {@link #intersectAab(float, float, float, float, float, float) intersectAab()}
* and its different overloads indicating that the axis-aligned box is fully inside of the frustum.
*/
public static final int INSIDE = -2;
/**
* Return value of {@link #intersectSphere(Vector3fc, float)} or {@link #intersectSphere(float, float, float, float)}
* indicating that the sphere is completely outside of the frustum.
*/
public static final int OUTSIDE = -3;
/**
* The value in a bitmask for
* {@link #intersectAab(float, float, float, float, float, float, int) intersectAab()}
* that identifies the plane with equation <code>x=-1</code> when using the identity frustum.
*/
public static final int PLANE_MASK_NX = 1<<PLANE_NX;
/**
* The value in a bitmask for
* {@link #intersectAab(float, float, float, float, float, float, int) intersectAab()}
* that identifies the plane with equation <code>x=1</code> when using the identity frustum.
*/
public static final int PLANE_MASK_PX = 1<<PLANE_PX;
/**
* The value in a bitmask for
* {@link #intersectAab(float, float, float, float, float, float, int) intersectAab()}
* that identifies the plane with equation <code>y=-1</code> when using the identity frustum.
*/
public static final int PLANE_MASK_NY = 1<<PLANE_NY;
/**
* The value in a bitmask for
* {@link #intersectAab(float, float, float, float, float, float, int) intersectAab()}
* that identifies the plane with equation <code>y=1</code> when using the identity frustum.
*/
public static final int PLANE_MASK_PY = 1<<PLANE_PY;
/**
* The value in a bitmask for
* {@link #intersectAab(float, float, float, float, float, float, int) intersectAab()}
* that identifies the plane with equation <code>z=-1</code> when using the identity frustum.
*/
public static final int PLANE_MASK_NZ = 1<<PLANE_NZ;
/**
* The value in a bitmask for
* {@link #intersectAab(float, float, float, float, float, float, int) intersectAab()}
* that identifies the plane with equation <code>z=1</code> when using the identity frustum.
*/
public static final int PLANE_MASK_PZ = 1<<PLANE_PZ;
private float nxX, nxY, nxZ, nxW;
private float pxX, pxY, pxZ, pxW;
private float nyX, nyY, nyZ, nyW;
private float pyX, pyY, pyZ, pyW;
private float nzX, nzY, nzZ, nzW;
private float pzX, pzY, pzZ, pzW;
private final Vector4f[] planes = new Vector4f[6];
{
for (int i = 0; i < 6; i++) {
planes[i] = new Vector4f();
}
}
/**
* Create a new {@link FrustumIntersection} with undefined frustum planes.
* <p>
* Before using any of the frustum culling methods, make sure to define the frustum planes using {@link #set(Matrix4fc)}.
*/
public FrustumIntersection() {
}
/**
* Create a new {@link FrustumIntersection} from the given {@link Matrix4fc matrix} by extracing the matrix's frustum planes.
* <p>
* In order to update the compute frustum planes later on, call {@link #set(Matrix4fc)}.
*
* @see #set(Matrix4fc)
*
* @param m
* the {@link Matrix4fc} to create the frustum culler from
*/
public FrustumIntersection(Matrix4fc m) {
set(m, true);
}
/**
* Create a new {@link FrustumIntersection} from the given {@link Matrix4fc matrix} by extracing the matrix's frustum planes.
* <p>
* In order to update the compute frustum planes later on, call {@link #set(Matrix4fc)}.
*
* @see #set(Matrix4fc)
*
* @param m
* the {@link Matrix4fc} to create the frustum culler from
* @param allowTestSpheres
* whether the methods {@link #testSphere(Vector3fc, float)}, {@link #testSphere(float, float, float, float)},
* {@link #intersectSphere(Vector3fc, float)} or {@link #intersectSphere(float, float, float, float)} will used.
* If no spheres need to be tested, then <code>false</code> should be used
*/
public FrustumIntersection(Matrix4fc m, boolean allowTestSpheres) {
set(m, allowTestSpheres);
}
/**
* Update the stored frustum planes of <code>this</code> {@link FrustumIntersection} with the given {@link Matrix4fc matrix}.
* <p>
* Reference: <a href="http://gamedevs.org/uploads/fast-extraction-viewing-frustum-planes-from-world-view-projection-matrix.pdf">
* Fast Extraction of Viewing Frustum Planes from the World-View-Projection Matrix</a>
*
* @param m
* the {@link Matrix4fc matrix} to update <code>this</code> frustum culler's frustum planes from
* @return this
*/
public FrustumIntersection set(Matrix4fc m) {
return set(m, true);
}
/**
* Update the stored frustum planes of <code>this</code> {@link FrustumIntersection} with the given {@link Matrix4fc matrix} and
* allow to optimize the frustum plane extraction in the case when no intersection test is needed for spheres.
* <p>
* Reference: <a href="http://gamedevs.org/uploads/fast-extraction-viewing-frustum-planes-from-world-view-projection-matrix.pdf">
* Fast Extraction of Viewing Frustum Planes from the World-View-Projection Matrix</a>
*
* @param m
* the {@link Matrix4fc matrix} to update <code>this</code> frustum culler's frustum planes from
* @param allowTestSpheres
* whether the methods {@link #testSphere(Vector3fc, float)}, {@link #testSphere(float, float, float, float)},
* {@link #intersectSphere(Vector3fc, float)} or {@link #intersectSphere(float, float, float, float)} will be used.
* If no spheres need to be tested, then <code>false</code> should be used
* @return this
*/
public FrustumIntersection set(Matrix4fc m, boolean allowTestSpheres) {
float invl;
nxX = m.m03() + m.m00(); nxY = m.m13() + m.m10(); nxZ = m.m23() + m.m20(); nxW = m.m33() + m.m30();
if (allowTestSpheres) {
invl = Math.invsqrt(nxX * nxX + nxY * nxY + nxZ * nxZ);
nxX *= invl; nxY *= invl; nxZ *= invl; nxW *= invl;
}
planes[0].set(nxX, nxY, nxZ, nxW);
pxX = m.m03() - m.m00(); pxY = m.m13() - m.m10(); pxZ = m.m23() - m.m20(); pxW = m.m33() - m.m30();
if (allowTestSpheres) {
invl = Math.invsqrt(pxX * pxX + pxY * pxY + pxZ * pxZ);
pxX *= invl; pxY *= invl; pxZ *= invl; pxW *= invl;
}
planes[1].set(pxX, pxY, pxZ, pxW);
nyX = m.m03() + m.m01(); nyY = m.m13() + m.m11(); nyZ = m.m23() + m.m21(); nyW = m.m33() + m.m31();
if (allowTestSpheres) {
invl = Math.invsqrt(nyX * nyX + nyY * nyY + nyZ * nyZ);
nyX *= invl; nyY *= invl; nyZ *= invl; nyW *= invl;
}
planes[2].set(nyX, nyY, nyZ, nyW);
pyX = m.m03() - m.m01(); pyY = m.m13() - m.m11(); pyZ = m.m23() - m.m21(); pyW = m.m33() - m.m31();
if (allowTestSpheres) {
invl = Math.invsqrt(pyX * pyX + pyY * pyY + pyZ * pyZ);
pyX *= invl; pyY *= invl; pyZ *= invl; pyW *= invl;
}
planes[3].set(pyX, pyY, pyZ, pyW);
nzX = m.m03() + m.m02(); nzY = m.m13() + m.m12(); nzZ = m.m23() + m.m22(); nzW = m.m33() + m.m32();
if (allowTestSpheres) {
invl = Math.invsqrt(nzX * nzX + nzY * nzY + nzZ * nzZ);
nzX *= invl; nzY *= invl; nzZ *= invl; nzW *= invl;
}
planes[4].set(nzX, nzY, nzZ, nzW);
pzX = m.m03() - m.m02(); pzY = m.m13() - m.m12(); pzZ = m.m23() - m.m22(); pzW = m.m33() - m.m32();
if (allowTestSpheres) {
invl = Math.invsqrt(pzX * pzX + pzY * pzY + pzZ * pzZ);
pzX *= invl; pzY *= invl; pzZ *= invl; pzW *= invl;
}
planes[5].set(pzX, pzY, pzZ, pzW);
return this;
}
/**
* Test whether the given point is within the frustum defined by <code>this</code> frustum culler.
*
* @param point
* the point to test
* @return <code>true</code> if the given point is inside the frustum; <code>false</code> otherwise
*/
public boolean testPoint(Vector3fc point) {
return testPoint(point.x(), point.y(), point.z());
}
/**
* Test whether the given point <code>(x, y, z)</code> is within the frustum defined by <code>this</code> frustum culler.
*
* @param x
* the x-coordinate of the point
* @param y
* the y-coordinate of the point
* @param z
* the z-coordinate of the point
* @return <code>true</code> if the given point is inside the frustum; <code>false</code> otherwise
*/
public boolean testPoint(float x, float y, float z) {
return nxX * x + nxY * y + nxZ * z + nxW >= 0 &&
pxX * x + pxY * y + pxZ * z + pxW >= 0 &&
nyX * x + nyY * y + nyZ * z + nyW >= 0 &&
pyX * x + pyY * y + pyZ * z + pyW >= 0 &&
nzX * x + nzY * y + nzZ * z + nzW >= 0 &&
pzX * x + pzY * y + pzZ * z + pzW >= 0;
}
/**
* Test whether the given sphere is partly or completely within or outside of the frustum defined by <code>this</code> frustum culler.
* <p>
* The algorithm implemented by this method is conservative. This means that in certain circumstances a <i>false positive</i>
* can occur, when the method returns <code>true</code> for spheres that do not intersect the frustum.
* See <a href="http://iquilezles.org/www/articles/frustumcorrect/frustumcorrect.htm">iquilezles.org</a> for an examination of this problem.
*
* @param center
* the sphere's center
* @param radius
* the sphere's radius
* @return <code>true</code> if the given sphere is partly or completely inside the frustum;
* <code>false</code> otherwise
*/
public boolean testSphere(Vector3fc center, float radius) {
return testSphere(center.x(), center.y(), center.z(), radius);
}
/**
* Test whether the given sphere is partly or completely within or outside of the frustum defined by <code>this</code> frustum culler.
* <p>
* The algorithm implemented by this method is conservative. This means that in certain circumstances a <i>false positive</i>
* can occur, when the method returns <code>true</code> for spheres that do not intersect the frustum.
* See <a href="http://iquilezles.org/www/articles/frustumcorrect/frustumcorrect.htm">iquilezles.org</a> for an examination of this problem.
*
* @param x
* the x-coordinate of the sphere's center
* @param y
* the y-coordinate of the sphere's center
* @param z
* the z-coordinate of the sphere's center
* @param r
* the sphere's radius
* @return <code>true</code> if the given sphere is partly or completely inside the frustum;
* <code>false</code> otherwise
*/
public boolean testSphere(float x, float y, float z, float r) {
return nxX * x + nxY * y + nxZ * z + nxW >= -r &&
pxX * x + pxY * y + pxZ * z + pxW >= -r &&
nyX * x + nyY * y + nyZ * z + nyW >= -r &&
pyX * x + pyY * y + pyZ * z + pyW >= -r &&
nzX * x + nzY * y + nzZ * z + nzW >= -r &&
pzX * x + pzY * y + pzZ * z + pzW >= -r;
}
/**
* Determine whether the given sphere is partly or completely within or outside of the frustum defined by <code>this</code> frustum culler.
* <p>
* The algorithm implemented by this method is conservative. This means that in certain circumstances a <i>false positive</i>
* can occur, when the method returns {@link #INTERSECT} for spheres that do not intersect the frustum.
* See <a href="http://iquilezles.org/www/articles/frustumcorrect/frustumcorrect.htm">iquilezles.org</a> for an examination of this problem.
*
* @param center
* the sphere's center
* @param radius
* the sphere's radius
* @return {@link #INSIDE} if the given sphere is completely inside the frustum, or {@link #INTERSECT} if the sphere intersects
* the frustum, or {@link #OUTSIDE} if the sphere is outside of the frustum
*/
public int intersectSphere(Vector3fc center, float radius) {
return intersectSphere(center.x(), center.y(), center.z(), radius);
}
/**
* Determine whether the given sphere is partly or completely within or outside of the frustum defined by <code>this</code> frustum culler.
* <p>
* The algorithm implemented by this method is conservative. This means that in certain circumstances a <i>false positive</i>
* can occur, when the method returns {@link #INTERSECT} for spheres that do not intersect the frustum.
* See <a href="http://iquilezles.org/www/articles/frustumcorrect/frustumcorrect.htm">iquilezles.org</a> for an examination of this problem.
*
* @param x
* the x-coordinate of the sphere's center
* @param y
* the y-coordinate of the sphere's center
* @param z
* the z-coordinate of the sphere's center
* @param r
* the sphere's radius
* @return {@link #INSIDE} if the given sphere is completely inside the frustum, or {@link #INTERSECT} if the sphere intersects
* the frustum, or {@link #OUTSIDE} if the sphere is outside of the frustum
*/
public int intersectSphere(float x, float y, float z, float r) {
boolean inside = true;
float dist;
dist = nxX * x + nxY * y + nxZ * z + nxW;
if (dist >= -r) {
inside &= dist >= r;
dist = pxX * x + pxY * y + pxZ * z + pxW;
if (dist >= -r) {
inside &= dist >= r;
dist = nyX * x + nyY * y + nyZ * z + nyW;
if (dist >= -r) {
inside &= dist >= r;
dist = pyX * x + pyY * y + pyZ * z + pyW;
if (dist >= -r) {
inside &= dist >= r;
dist = nzX * x + nzY * y + nzZ * z + nzW;
if (dist >= -r) {
inside &= dist >= r;
dist = pzX * x + pzY * y + pzZ * z + pzW;
if (dist >= -r) {
inside &= dist >= r;
return inside ? INSIDE : INTERSECT;
}
}
}
}
}
}
return OUTSIDE;
}
/**
* Test whether the given axis-aligned box is partly or completely within or outside of the frustum defined by <code>this</code> frustum culler.
* The box is specified via its <code>min</code> and <code>max</code> corner coordinates.
* <p>
* The algorithm implemented by this method is conservative. This means that in certain circumstances a <i>false positive</i>
* can occur, when the method returns <code>true</code> for boxes that do not intersect the frustum.
* See <a href="http://iquilezles.org/www/articles/frustumcorrect/frustumcorrect.htm">iquilezles.org</a> for an examination of this problem.
*
* @param min
* the minimum corner coordinates of the axis-aligned box
* @param max
* the maximum corner coordinates of the axis-aligned box
* @return <code>true</code> if the axis-aligned box is completely or partly inside of the frustum; <code>false</code> otherwise
*/
public boolean testAab(Vector3fc min, Vector3fc max) {
return testAab(min.x(), min.y(), min.z(), max.x(), max.y(), max.z());
}
/**
* Test whether the given axis-aligned box is partly or completely within or outside of the frustum defined by <code>this</code> frustum culler.
* The box is specified via its min and max corner coordinates.
* <p>
* The algorithm implemented by this method is conservative. This means that in certain circumstances a <i>false positive</i>
* can occur, when the method returns <code>true</code> for boxes that do not intersect the frustum.
* See <a href="http://iquilezles.org/www/articles/frustumcorrect/frustumcorrect.htm">iquilezles.org</a> for an examination of this problem.
* <p>
* Reference: <a href="http://old.cescg.org/CESCG-2002/DSykoraJJelinek/">Efficient View Frustum Culling</a>
*
* @param minX
* the x-coordinate of the minimum corner
* @param minY
* the y-coordinate of the minimum corner
* @param minZ
* the z-coordinate of the minimum corner
* @param maxX
* the x-coordinate of the maximum corner
* @param maxY
* the y-coordinate of the maximum corner
* @param maxZ
* the z-coordinate of the maximum corner
* @return <code>true</code> if the axis-aligned box is completely or partly inside of the frustum; <code>false</code> otherwise
*/
public boolean testAab(float minX, float minY, float minZ, float maxX, float maxY, float maxZ) {
/*
* This is an implementation of the "2.4 Basic intersection test" of the mentioned site.
* It does not distinguish between partially inside and fully inside, though, so the test with the 'p' vertex is omitted.
*/
return nxX * (nxX < 0 ? minX : maxX) + nxY * (nxY < 0 ? minY : maxY) + nxZ * (nxZ < 0 ? minZ : maxZ) >= -nxW &&
pxX * (pxX < 0 ? minX : maxX) + pxY * (pxY < 0 ? minY : maxY) + pxZ * (pxZ < 0 ? minZ : maxZ) >= -pxW &&
nyX * (nyX < 0 ? minX : maxX) + nyY * (nyY < 0 ? minY : maxY) + nyZ * (nyZ < 0 ? minZ : maxZ) >= -nyW &&
pyX * (pyX < 0 ? minX : maxX) + pyY * (pyY < 0 ? minY : maxY) + pyZ * (pyZ < 0 ? minZ : maxZ) >= -pyW &&
nzX * (nzX < 0 ? minX : maxX) + nzY * (nzY < 0 ? minY : maxY) + nzZ * (nzZ < 0 ? minZ : maxZ) >= -nzW &&
pzX * (pzX < 0 ? minX : maxX) + pzY * (pzY < 0 ? minY : maxY) + pzZ * (pzZ < 0 ? minZ : maxZ) >= -pzW;
}
/**
* Test whether the given XY-plane (at <code>Z = 0</code>) is partly or completely within or outside of the frustum defined by <code>this</code> frustum culler.
* The plane is specified via its <code>min</code> and <code>max</code> corner coordinates.
* <p>
* The algorithm implemented by this method is conservative. This means that in certain circumstances a <i>false positive</i>
* can occur, when the method returns <code>true</code> for planes that do not intersect the frustum.
* See <a href="http://iquilezles.org/www/articles/frustumcorrect/frustumcorrect.htm">iquilezles.org</a> for an examination of this problem.
*
* @param min
* the minimum corner coordinates of the XY-plane
* @param max
* the maximum corner coordinates of the XY-plane
* @return <code>true</code> if the XY-plane is completely or partly inside of the frustum; <code>false</code> otherwise
*/
public boolean testPlaneXY(Vector2fc min, Vector2fc max) {
return testPlaneXY(min.x(), min.y(), max.x(), max.y());
}
/**
* Test whether the given XY-plane (at <code>Z = 0</code>) is partly or completely within or outside of the frustum defined by <code>this</code> frustum culler.
* The plane is specified via its min and max corner coordinates.
* <p>
* The algorithm implemented by this method is conservative. This means that in certain circumstances a <i>false positive</i>
* can occur, when the method returns <code>true</code> for planes that do not intersect the frustum.
* See <a href="http://iquilezles.org/www/articles/frustumcorrect/frustumcorrect.htm">iquilezles.org</a> for an examination of this problem.
* <p>
* Reference: <a href="http://old.cescg.org/CESCG-2002/DSykoraJJelinek/">Efficient View Frustum Culling</a>
*
* @param minX
* the x-coordinate of the minimum corner
* @param minY
* the y-coordinate of the minimum corner
* @param maxX
* the x-coordinate of the maximum corner
* @param maxY
* the y-coordinate of the maximum corner
* @return <code>true</code> if the XY-plane is completely or partly inside of the frustum; <code>false</code> otherwise
*/
public boolean testPlaneXY(float minX, float minY, float maxX, float maxY) {
/*
* This is an implementation of the "2.4 Basic intersection test" of the mentioned site.
* It does not distinguish between partially inside and fully inside, though, so the test with the 'p' vertex is omitted.
*/
return nxX * (nxX < 0 ? minX : maxX) + nxY * (nxY < 0 ? minY : maxY) >= -nxW &&
pxX * (pxX < 0 ? minX : maxX) + pxY * (pxY < 0 ? minY : maxY) >= -pxW &&
nyX * (nyX < 0 ? minX : maxX) + nyY * (nyY < 0 ? minY : maxY) >= -nyW &&
pyX * (pyX < 0 ? minX : maxX) + pyY * (pyY < 0 ? minY : maxY) >= -pyW &&
nzX * (nzX < 0 ? minX : maxX) + nzY * (nzY < 0 ? minY : maxY) >= -nzW &&
pzX * (pzX < 0 ? minX : maxX) + pzY * (pzY < 0 ? minY : maxY) >= -pzW;
}
/**
* Test whether the given XZ-plane (at <code>Y = 0</code>) is partly or completely within or outside of the frustum defined by <code>this</code> frustum culler.
* The plane is specified via its min and max corner coordinates.
* <p>
* The algorithm implemented by this method is conservative. This means that in certain circumstances a <i>false positive</i>
* can occur, when the method returns <code>true</code> for planes that do not intersect the frustum.
* See <a href="http://iquilezles.org/www/articles/frustumcorrect/frustumcorrect.htm">iquilezles.org</a> for an examination of this problem.
* <p>
* Reference: <a href="http://old.cescg.org/CESCG-2002/DSykoraJJelinek/">Efficient View Frustum Culling</a>
*
* @param minX
* the x-coordinate of the minimum corner
* @param minZ
* the z-coordinate of the minimum corner
* @param maxX
* the x-coordinate of the maximum corner
* @param maxZ
* the z-coordinate of the maximum corner
* @return <code>true</code> if the XZ-plane is completely or partly inside of the frustum; <code>false</code> otherwise
*/
public boolean testPlaneXZ(float minX, float minZ, float maxX, float maxZ) {
/*
* This is an implementation of the "2.4 Basic intersection test" of the mentioned site.
* It does not distinguish between partially inside and fully inside, though, so the test with the 'p' vertex is omitted.
*/
return nxX * (nxX < 0 ? minX : maxX) + nxZ * (nxZ < 0 ? minZ : maxZ) >= -nxW &&
pxX * (pxX < 0 ? minX : maxX) + pxZ * (pxZ < 0 ? minZ : maxZ) >= -pxW &&
nyX * (nyX < 0 ? minX : maxX) + nyZ * (nyZ < 0 ? minZ : maxZ) >= -nyW &&
pyX * (pyX < 0 ? minX : maxX) + pyZ * (pyZ < 0 ? minZ : maxZ) >= -pyW &&
nzX * (nzX < 0 ? minX : maxX) + nzZ * (nzZ < 0 ? minZ : maxZ) >= -nzW &&
pzX * (pzX < 0 ? minX : maxX) + pzZ * (pzZ < 0 ? minZ : maxZ) >= -pzW;
}
/**
* Determine whether the given axis-aligned box is partly or completely within or outside of the frustum defined by <code>this</code> frustum culler
* and, if the box is not inside this frustum, return the index of the plane that culled it.
* The box is specified via its <code>min</code> and <code>max</code> corner coordinates.
* <p>
* The algorithm implemented by this method is conservative. This means that in certain circumstances a <i>false positive</i>
* can occur, when the method returns {@link #INTERSECT} for boxes that do not intersect the frustum.
* See <a href="http://iquilezles.org/www/articles/frustumcorrect/frustumcorrect.htm">iquilezles.org</a> for an examination of this problem.
*
* @param min
* the minimum corner coordinates of the axis-aligned box
* @param max
* the maximum corner coordinates of the axis-aligned box
* @return the index of the first plane that culled the box, if the box does not intersect the frustum;
* or {@link #INTERSECT} if the box intersects the frustum, or {@link #INSIDE} if the box is fully inside of the frustum.
* The plane index is one of {@link #PLANE_NX}, {@link #PLANE_PX}, {@link #PLANE_NY}, {@link #PLANE_PY}, {@link #PLANE_NZ} and {@link #PLANE_PZ}
*/
public int intersectAab(Vector3fc min, Vector3fc max) {
return intersectAab(min.x(), min.y(), min.z(), max.x(), max.y(), max.z());
}
/**
* Determine whether the given axis-aligned box is partly or completely within or outside of the frustum defined by <code>this</code> frustum culler
* and, if the box is not inside this frustum, return the index of the plane that culled it.
* The box is specified via its min and max corner coordinates.
* <p>
* The algorithm implemented by this method is conservative. This means that in certain circumstances a <i>false positive</i>
* can occur, when the method returns {@link #INTERSECT} for boxes that do not intersect the frustum.
* See <a href="http://iquilezles.org/www/articles/frustumcorrect/frustumcorrect.htm">iquilezles.org</a> for an examination of this problem.
* <p>
* Reference: <a href="http://old.cescg.org/CESCG-2002/DSykoraJJelinek/">Efficient View Frustum Culling</a>
*
* @param minX
* the x-coordinate of the minimum corner
* @param minY
* the y-coordinate of the minimum corner
* @param minZ
* the z-coordinate of the minimum corner
* @param maxX
* the x-coordinate of the maximum corner
* @param maxY
* the y-coordinate of the maximum corner
* @param maxZ
* the z-coordinate of the maximum corner
* @return the index of the first plane that culled the box, if the box does not intersect the frustum,
* or {@link #INTERSECT} if the box intersects the frustum, or {@link #INSIDE} if the box is fully inside of the frustum.
* The plane index is one of {@link #PLANE_NX}, {@link #PLANE_PX}, {@link #PLANE_NY}, {@link #PLANE_PY}, {@link #PLANE_NZ} and {@link #PLANE_PZ}
*/
public int intersectAab(float minX, float minY, float minZ, float maxX, float maxY, float maxZ) {
/*
* This is an implementation of the "2.4 Basic intersection test" of the mentioned site.
*
* In addition to the algorithm in the paper, this method also returns the index of the first plane that culled the box.
*/
int plane = PLANE_NX;
boolean inside = true;
if (nxX * (nxX < 0 ? minX : maxX) + nxY * (nxY < 0 ? minY : maxY) + nxZ * (nxZ < 0 ? minZ : maxZ) >= -nxW) {
plane = PLANE_PX;
inside &= nxX * (nxX < 0 ? maxX : minX) + nxY * (nxY < 0 ? maxY : minY) + nxZ * (nxZ < 0 ? maxZ : minZ) >= -nxW;
if (pxX * (pxX < 0 ? minX : maxX) + pxY * (pxY < 0 ? minY : maxY) + pxZ * (pxZ < 0 ? minZ : maxZ) >= -pxW) {
plane = PLANE_NY;
inside &= pxX * (pxX < 0 ? maxX : minX) + pxY * (pxY < 0 ? maxY : minY) + pxZ * (pxZ < 0 ? maxZ : minZ) >= -pxW;
if (nyX * (nyX < 0 ? minX : maxX) + nyY * (nyY < 0 ? minY : maxY) + nyZ * (nyZ < 0 ? minZ : maxZ) >= -nyW) {
plane = PLANE_PY;
inside &= nyX * (nyX < 0 ? maxX : minX) + nyY * (nyY < 0 ? maxY : minY) + nyZ * (nyZ < 0 ? maxZ : minZ) >= -nyW;
if (pyX * (pyX < 0 ? minX : maxX) + pyY * (pyY < 0 ? minY : maxY) + pyZ * (pyZ < 0 ? minZ : maxZ) >= -pyW) {
plane = PLANE_NZ;
inside &= pyX * (pyX < 0 ? maxX : minX) + pyY * (pyY < 0 ? maxY : minY) + pyZ * (pyZ < 0 ? maxZ : minZ) >= -pyW;
if (nzX * (nzX < 0 ? minX : maxX) + nzY * (nzY < 0 ? minY : maxY) + nzZ * (nzZ < 0 ? minZ : maxZ) >= -nzW) {
plane = PLANE_PZ;
inside &= nzX * (nzX < 0 ? maxX : minX) + nzY * (nzY < 0 ? maxY : minY) + nzZ * (nzZ < 0 ? maxZ : minZ) >= -nzW;
if (pzX * (pzX < 0 ? minX : maxX) + pzY * (pzY < 0 ? minY : maxY) + pzZ * (pzZ < 0 ? minZ : maxZ) >= -pzW) {
inside &= pzX * (pzX < 0 ? maxX : minX) + pzY * (pzY < 0 ? maxY : minY) + pzZ * (pzZ < 0 ? maxZ : minZ) >= -pzW;
return inside ? INSIDE : INTERSECT;
}
}
}
}
}
}
return plane;
}
/**
* Compute the signed distance from the given axis-aligned box to the <code>plane</code>.
*
* @param minX
* the x-coordinate of the minimum corner
* @param minY
* the y-coordinate of the minimum corner
* @param minZ
* the z-coordinate of the minimum corner
* @param maxX
* the x-coordinate of the maximum corner
* @param maxY
* the y-coordinate of the maximum corner
* @param maxZ
* the z-coordinate of the maximum corner
* @param plane
* one of
* {@link #PLANE_NX}, {@link #PLANE_PX},
* {@link #PLANE_NY}, {@link #PLANE_PY},
* {@link #PLANE_NZ} and {@link #PLANE_PZ}
* @return the signed distance of the axis-aligned box to the plane
*/
public float distanceToPlane(float minX, float minY, float minZ, float maxX, float maxY, float maxZ, int plane) {
return planes[plane].x * (planes[plane].x < 0 ? maxX : minX) + planes[plane].y * (planes[plane].y < 0 ? maxY : minY)
+ planes[plane].z * (planes[plane].z < 0 ? maxZ : minZ) + planes[plane].w;
}
/**
* Determine whether the given axis-aligned box is partly or completely within or outside of the frustum defined by <code>this</code> frustum culler
* and, if the box is not inside this frustum, return the index of the plane that culled it.
* The box is specified via its <code>min</code> and <code>max</code> corner coordinates.
* <p>
* This method differs from {@link #intersectAab(Vector3fc, Vector3fc)} in that
* it allows to mask-off planes that should not be calculated. For example, in order to only test a box against the
* left frustum plane, use a mask of {@link #PLANE_MASK_NX}. Or in order to test all planes <i>except</i> the left plane, use
* a mask of <code>(~0 ^ PLANE_MASK_NX)</code>.
* <p>
* The algorithm implemented by this method is conservative. This means that in certain circumstances a <i>false positive</i>
* can occur, when the method returns {@link #INTERSECT} for boxes that do not intersect the frustum.
* See <a href="http://iquilezles.org/www/articles/frustumcorrect/frustumcorrect.htm">iquilezles.org</a> for an examination of this problem.
*
* @param min
* the minimum corner coordinates of the axis-aligned box
* @param max
* the maximum corner coordinates of the axis-aligned box
* @param mask
* contains as bitset all the planes that should be tested.
* This value can be any combination of
* {@link #PLANE_MASK_NX}, {@link #PLANE_MASK_PX},
* {@link #PLANE_MASK_NY}, {@link #PLANE_MASK_PY},
* {@link #PLANE_MASK_NZ} and {@link #PLANE_MASK_PZ}
* @return the index of the first plane that culled the box, if the box does not intersect the frustum,
* or {@link #INTERSECT} if the box intersects the frustum, or {@link #INSIDE} if the box is fully inside of the frustum.
* The plane index is one of {@link #PLANE_NX}, {@link #PLANE_PX}, {@link #PLANE_NY}, {@link #PLANE_PY}, {@link #PLANE_NZ} and {@link #PLANE_PZ}
*/
public int intersectAab(Vector3fc min, Vector3fc max, int mask) {
return intersectAab(min.x(), min.y(), min.z(), max.x(), max.y(), max.z(), mask);
}
/**
* Determine whether the given axis-aligned box is partly or completely within or outside of the frustum defined by <code>this</code> frustum culler
* and, if the box is not inside this frustum, return the index of the plane that culled it.
* The box is specified via its min and max corner coordinates.
* <p>
* This method differs from {@link #intersectAab(float, float, float, float, float, float)} in that
* it allows to mask-off planes that should not be calculated. For example, in order to only test a box against the
* left frustum plane, use a mask of {@link #PLANE_MASK_NX}. Or in order to test all planes <i>except</i> the left plane, use
* a mask of <code>(~0 ^ PLANE_MASK_NX)</code>.
* <p>
* The algorithm implemented by this method is conservative. This means that in certain circumstances a <i>false positive</i>
* can occur, when the method returns {@link #INTERSECT} for boxes that do not intersect the frustum.
* See <a href="http://iquilezles.org/www/articles/frustumcorrect/frustumcorrect.htm">iquilezles.org</a> for an examination of this problem.
* <p>
* Reference: <a href="http://old.cescg.org/CESCG-2002/DSykoraJJelinek/">Efficient View Frustum Culling</a>
*
* @param minX
* the x-coordinate of the minimum corner
* @param minY
* the y-coordinate of the minimum corner
* @param minZ
* the z-coordinate of the minimum corner
* @param maxX
* the x-coordinate of the maximum corner
* @param maxY
* the y-coordinate of the maximum corner
* @param maxZ
* the z-coordinate of the maximum corner
* @param mask
* contains as bitset all the planes that should be tested.
* This value can be any combination of
* {@link #PLANE_MASK_NX}, {@link #PLANE_MASK_PX},
* {@link #PLANE_MASK_NY}, {@link #PLANE_MASK_PY},
* {@link #PLANE_MASK_NZ} and {@link #PLANE_MASK_PZ}
* @return the index of the first plane that culled the box, if the box does not intersect the frustum,
* or {@link #INTERSECT} if the box intersects the frustum, or {@link #INSIDE} if the box is fully inside of the frustum.
* The plane index is one of {@link #PLANE_NX}, {@link #PLANE_PX}, {@link #PLANE_NY}, {@link #PLANE_PY}, {@link #PLANE_NZ} and {@link #PLANE_PZ}
*/
public int intersectAab(float minX, float minY, float minZ, float maxX, float maxY, float maxZ, int mask) {
/*
* This is an implementation of the first algorithm in "2.5 Plane masking and coherency" of the mentioned site.
*
* In addition to the algorithm in the paper, this method also returns the index of the first plane that culled the box.
*/
int plane = PLANE_NX;
boolean inside = true;
if ((mask & PLANE_MASK_NX) == 0 || nxX * (nxX < 0 ? minX : maxX) + nxY * (nxY < 0 ? minY : maxY) + nxZ * (nxZ < 0 ? minZ : maxZ) >= -nxW) {
plane = PLANE_PX;
inside &= nxX * (nxX < 0 ? maxX : minX) + nxY * (nxY < 0 ? maxY : minY) + nxZ * (nxZ < 0 ? maxZ : minZ) >= -nxW;
if ((mask & PLANE_MASK_PX) == 0 || pxX * (pxX < 0 ? minX : maxX) + pxY * (pxY < 0 ? minY : maxY) + pxZ * (pxZ < 0 ? minZ : maxZ) >= -pxW) {
plane = PLANE_NY;
inside &= pxX * (pxX < 0 ? maxX : minX) + pxY * (pxY < 0 ? maxY : minY) + pxZ * (pxZ < 0 ? maxZ : minZ) >= -pxW;
if ((mask & PLANE_MASK_NY) == 0 || nyX * (nyX < 0 ? minX : maxX) + nyY * (nyY < 0 ? minY : maxY) + nyZ * (nyZ < 0 ? minZ : maxZ) >= -nyW) {
plane = PLANE_PY;
inside &= nyX * (nyX < 0 ? maxX : minX) + nyY * (nyY < 0 ? maxY : minY) + nyZ * (nyZ < 0 ? maxZ : minZ) >= -nyW;
if ((mask & PLANE_MASK_PY) == 0 || pyX * (pyX < 0 ? minX : maxX) + pyY * (pyY < 0 ? minY : maxY) + pyZ * (pyZ < 0 ? minZ : maxZ) >= -pyW) {
plane = PLANE_NZ;
inside &= pyX * (pyX < 0 ? maxX : minX) + pyY * (pyY < 0 ? maxY : minY) + pyZ * (pyZ < 0 ? maxZ : minZ) >= -pyW;
if ((mask & PLANE_MASK_NZ) == 0 || nzX * (nzX < 0 ? minX : maxX) + nzY * (nzY < 0 ? minY : maxY) + nzZ * (nzZ < 0 ? minZ : maxZ) >= -nzW) {
plane = PLANE_PZ;
inside &= nzX * (nzX < 0 ? maxX : minX) + nzY * (nzY < 0 ? maxY : minY) + nzZ * (nzZ < 0 ? maxZ : minZ) >= -nzW;
if ((mask & PLANE_MASK_PZ) == 0 || pzX * (pzX < 0 ? minX : maxX) + pzY * (pzY < 0 ? minY : maxY) + pzZ * (pzZ < 0 ? minZ : maxZ) >= -pzW) {
inside &= pzX * (pzX < 0 ? maxX : minX) + pzY * (pzY < 0 ? maxY : minY) + pzZ * (pzZ < 0 ? maxZ : minZ) >= -pzW;
return inside ? INSIDE : INTERSECT;
}
}
}
}
}
}
return plane;
}
/**
* Determine whether the given axis-aligned box is partly or completely within or outside of the frustum defined by <code>this</code> frustum culler
* and, if the box is not inside this frustum, return the index of the plane that culled it.
* The box is specified via its <code>min</code> and <code>max</code> corner coordinates.
* <p>
* This method differs from {@link #intersectAab(Vector3fc, Vector3fc)} in that
* it allows to mask-off planes that should not be calculated. For example, in order to only test a box against the
* left frustum plane, use a mask of {@link #PLANE_MASK_NX}. Or in order to test all planes <i>except</i> the left plane, use
* a mask of <code>(~0 ^ PLANE_MASK_NX)</code>.
* <p>
* In addition, the <code>startPlane</code> denotes the first frustum plane to test the box against. To use this effectively means to store the
* plane that previously culled an axis-aligned box (as returned by <code>intersectAab()</code>) and in the next frame use the return value
* as the argument to the <code>startPlane</code> parameter of this method. The assumption is that the plane that culled the object previously will also
* cull it now (temporal coherency) and the culling computation is likely reduced in that case.
* <p>
* The algorithm implemented by this method is conservative. This means that in certain circumstances a <i>false positive</i>
* can occur, when the method returns {@link #INTERSECT} for boxes that do not intersect the frustum.
* See <a href="http://iquilezles.org/www/articles/frustumcorrect/frustumcorrect.htm">iquilezles.org</a> for an examination of this problem.
*
* @param min
* the minimum corner coordinates of the axis-aligned box
* @param max
* the maximum corner coordinates of the axis-aligned box
* @param mask
* contains as bitset all the planes that should be tested.
* This value can be any combination of
* {@link #PLANE_MASK_NX}, {@link #PLANE_MASK_PX},
* {@link #PLANE_MASK_NY}, {@link #PLANE_MASK_PY},
* {@link #PLANE_MASK_NZ} and {@link #PLANE_MASK_PZ}
* @param startPlane
* the first frustum plane to test the axis-aligned box against. It is one of
* {@link #PLANE_NX}, {@link #PLANE_PX}, {@link #PLANE_NY}, {@link #PLANE_PY}, {@link #PLANE_NZ} and {@link #PLANE_PZ}
* @return the index of the first plane that culled the box, if the box does not intersect the frustum,
* or {@link #INTERSECT} if the box intersects the frustum, or {@link #INSIDE} if the box is fully inside of the frustum.
* The plane index is one of {@link #PLANE_NX}, {@link #PLANE_PX}, {@link #PLANE_NY}, {@link #PLANE_PY}, {@link #PLANE_NZ} and {@link #PLANE_PZ}
*/
public int intersectAab(Vector3fc min, Vector3fc max, int mask, int startPlane) {
return intersectAab(min.x(), min.y(), min.z(), max.x(), max.y(), max.z(), mask, startPlane);
}
/**
* Determine whether the given axis-aligned box is partly or completely within or outside of the frustum defined by <code>this</code> frustum culler
* and, if the box is not inside this frustum, return the index of the plane that culled it.
* The box is specified via its min and max corner coordinates.
* <p>
* This method differs from {@link #intersectAab(float, float, float, float, float, float)} in that
* it allows to mask-off planes that should not be calculated. For example, in order to only test a box against the
* left frustum plane, use a mask of {@link #PLANE_MASK_NX}. Or in order to test all planes <i>except</i> the left plane, use
* a mask of <code>(~0 ^ PLANE_MASK_NX)</code>.
* <p>
* In addition, the <code>startPlane</code> denotes the first frustum plane to test the box against. To use this effectively means to store the
* plane that previously culled an axis-aligned box (as returned by <code>intersectAab()</code>) and in the next frame use the return value
* as the argument to the <code>startPlane</code> parameter of this method. The assumption is that the plane that culled the object previously will also
* cull it now (temporal coherency) and the culling computation is likely reduced in that case.
* <p>
* The algorithm implemented by this method is conservative. This means that in certain circumstances a <i>false positive</i>
* can occur, when the method returns {@link #INTERSECT} for boxes that do not intersect the frustum.
* See <a href="http://iquilezles.org/www/articles/frustumcorrect/frustumcorrect.htm">iquilezles.org</a> for an examination of this problem.
* <p>
* Reference: <a href="http://old.cescg.org/CESCG-2002/DSykoraJJelinek/">Efficient View Frustum Culling</a>
*
* @param minX
* the x-coordinate of the minimum corner
* @param minY
* the y-coordinate of the minimum corner
* @param minZ
* the z-coordinate of the minimum corner
* @param maxX
* the x-coordinate of the maximum corner
* @param maxY
* the y-coordinate of the maximum corner
* @param maxZ
* the z-coordinate of the maximum corner
* @param mask
* contains as bitset all the planes that should be tested.
* This value can be any combination of
* {@link #PLANE_MASK_NX}, {@link #PLANE_MASK_PX},
* {@link #PLANE_MASK_NY}, {@link #PLANE_MASK_PY},
* {@link #PLANE_MASK_NZ} and {@link #PLANE_MASK_PZ}
* @param startPlane
* the first frustum plane to test the axis-aligned box against. It is one of
* {@link #PLANE_NX}, {@link #PLANE_PX}, {@link #PLANE_NY}, {@link #PLANE_PY}, {@link #PLANE_NZ} and {@link #PLANE_PZ}
* @return the index of the first plane that culled the box, if the box does not intersect the frustum,
* or {@link #INTERSECT} if the box intersects the frustum, or {@link #INSIDE} if the box is fully inside of the frustum.
* The plane index is one of {@link #PLANE_NX}, {@link #PLANE_PX}, {@link #PLANE_NY}, {@link #PLANE_PY}, {@link #PLANE_NZ} and {@link #PLANE_PZ}
*/
public int intersectAab(float minX, float minY, float minZ, float maxX, float maxY, float maxZ, int mask, int startPlane) {
/*
* This is an implementation of the second algorithm in "2.5 Plane masking and coherency" of the mentioned site.
*
* In addition to the algorithm in the paper, this method also returns the index of the first plane that culled the box.
*/
int plane = startPlane;
boolean inside = true;
Vector4f p = planes[startPlane];
if ((mask & 1<<startPlane) != 0 && p.x * (p.x < 0 ? minX : maxX) + p.y * (p.y < 0 ? minY : maxY) + p.z * (p.z < 0 ? minZ : maxZ) < -p.w) {
return plane;
}
if ((mask & PLANE_MASK_NX) == 0 || nxX * (nxX < 0 ? minX : maxX) + nxY * (nxY < 0 ? minY : maxY) + nxZ * (nxZ < 0 ? minZ : maxZ) >= -nxW) {
plane = PLANE_PX;
inside &= nxX * (nxX < 0 ? maxX : minX) + nxY * (nxY < 0 ? maxY : minY) + nxZ * (nxZ < 0 ? maxZ : minZ) >= -nxW;
if ((mask & PLANE_MASK_PX) == 0 || pxX * (pxX < 0 ? minX : maxX) + pxY * (pxY < 0 ? minY : maxY) + pxZ * (pxZ < 0 ? minZ : maxZ) >= -pxW) {
plane = PLANE_NY;
inside &= pxX * (pxX < 0 ? maxX : minX) + pxY * (pxY < 0 ? maxY : minY) + pxZ * (pxZ < 0 ? maxZ : minZ) >= -pxW;
if ((mask & PLANE_MASK_NY) == 0 || nyX * (nyX < 0 ? minX : maxX) + nyY * (nyY < 0 ? minY : maxY) + nyZ * (nyZ < 0 ? minZ : maxZ) >= -nyW) {
plane = PLANE_PY;
inside &= nyX * (nyX < 0 ? maxX : minX) + nyY * (nyY < 0 ? maxY : minY) + nyZ * (nyZ < 0 ? maxZ : minZ) >= -nyW;
if ((mask & PLANE_MASK_PY) == 0 || pyX * (pyX < 0 ? minX : maxX) + pyY * (pyY < 0 ? minY : maxY) + pyZ * (pyZ < 0 ? minZ : maxZ) >= -pyW) {
plane = PLANE_NZ;
inside &= pyX * (pyX < 0 ? maxX : minX) + pyY * (pyY < 0 ? maxY : minY) + pyZ * (pyZ < 0 ? maxZ : minZ) >= -pyW;
if ((mask & PLANE_MASK_NZ) == 0 || nzX * (nzX < 0 ? minX : maxX) + nzY * (nzY < 0 ? minY : maxY) + nzZ * (nzZ < 0 ? minZ : maxZ) >= -nzW) {
plane = PLANE_PZ;
inside &= nzX * (nzX < 0 ? maxX : minX) + nzY * (nzY < 0 ? maxY : minY) + nzZ * (nzZ < 0 ? maxZ : minZ) >= -nzW;
if ((mask & PLANE_MASK_PZ) == 0 || pzX * (pzX < 0 ? minX : maxX) + pzY * (pzY < 0 ? minY : maxY) + pzZ * (pzZ < 0 ? minZ : maxZ) >= -pzW) {
inside &= pzX * (pzX < 0 ? maxX : minX) + pzY * (pzY < 0 ? maxY : minY) + pzZ * (pzZ < 0 ? maxZ : minZ) >= -pzW;
return inside ? INSIDE : INTERSECT;
}
}
}
}
}
}
return plane;
}
/**
* Test whether the given line segment, defined by the end points <code>a</code> and <code>b</code>,
* is partly or completely within the frustum defined by <code>this</code> frustum culler.
*
* @param a
* the line segment's first end point
* @param b
* the line segment's second end point
* @return <code>true</code> if the given line segment is partly or completely inside the frustum;
* <code>false</code> otherwise
*/
public boolean testLineSegment(Vector3fc a, Vector3fc b) {
return testLineSegment(a.x(), a.y(), a.z(), b.x(), b.y(), b.z());
}
/**
* Test whether the given line segment, defined by the end points <code>(aX, aY, aZ)</code> and <code>(bX, bY, bZ)</code>,
* is partly or completely within the frustum defined by <code>this</code> frustum culler.
*
* @param aX
* the x coordinate of the line segment's first end point
* @param aY
* the y coordinate of the line segment's first end point
* @param aZ
* the z coordinate of the line segment's first end point
* @param bX
* the x coordinate of the line segment's second end point
* @param bY
* the y coordinate of the line segment's second end point
* @param bZ
* the z coordinate of the line segment's second end point
* @return <code>true</code> if the given line segment is partly or completely inside the frustum;
* <code>false</code> otherwise
*/
public boolean testLineSegment(float aX, float aY, float aZ, float bX, float bY, float bZ) {
float da, db;
da = Math.fma(nxX, aX, Math.fma(nxY, aY, Math.fma(nxZ, aZ, nxW)));
db = Math.fma(nxX, bX, Math.fma(nxY, bY, Math.fma(nxZ, bZ, nxW)));
if (da < 0.0f && db < 0.0f)
return false;
if (da * db < 0.0f) {
float p = Math.abs(da) / Math.abs(db - da);
float dx = Math.fma(bX - aX, p, aX), dy = Math.fma(bY - aY, p, aY), dz = Math.fma(bZ - aZ, p, aZ);
if (da < 0.0f) {
aX = dx; aY = dy; aZ = dz;
} else {
bX = dx; bY = dy; bZ = dz;
}
}
da = Math.fma(pxX, aX, Math.fma(pxY, aY, Math.fma(pxZ, aZ, pxW)));
db = Math.fma(pxX, bX, Math.fma(pxY, bY, Math.fma(pxZ, bZ, pxW)));
if (da < 0.0f && db < 0.0f)
return false;
if (da * db < 0.0f) {
float p = Math.abs(da) / Math.abs(db - da);
float dx = Math.fma(bX - aX, p, aX), dy = Math.fma(bY - aY, p, aY), dz = Math.fma(bZ - aZ, p, aZ);
if (da < 0.0f) {
aX = dx; aY = dy; aZ = dz;
} else {
bX = dx; bY = dy; bZ = dz;
}
}
da = Math.fma(nyX, aX, Math.fma(nyY, aY, Math.fma(nyZ, aZ, nyW)));
db = Math.fma(nyX, bX, Math.fma(nyY, bY, Math.fma(nyZ, bZ, nyW)));
if (da < 0.0f && db < 0.0f)
return false;
if (da * db < 0.0f) {
float p = Math.abs(da) / Math.abs(db - da);
float dx = Math.fma(bX - aX, p, aX), dy = Math.fma(bY - aY, p, aY), dz = Math.fma(bZ - aZ, p, aZ);
if (da < 0.0f) {
aX = dx; aY = dy; aZ = dz;
} else {
bX = dx; bY = dy; bZ = dz;
}
}
da = Math.fma(pyX, aX, Math.fma(pyY, aY, Math.fma(pyZ, aZ, pyW)));
db = Math.fma(pyX, bX, Math.fma(pyY, bY, Math.fma(pyZ, bZ, pyW)));
if (da < 0.0f && db < 0.0f)
return false;
if (da * db < 0.0f) {
float p = Math.abs(da) / Math.abs(db - da);
float dx = Math.fma(bX - aX, p, aX), dy = Math.fma(bY - aY, p, aY), dz = Math.fma(bZ - aZ, p, aZ);
if (da < 0.0f) {
aX = dx; aY = dy; aZ = dz;
} else {
bX = dx; bY = dy; bZ = dz;
}
}
da = Math.fma(nzX, aX, Math.fma(nzY, aY, Math.fma(nzZ, aZ, nzW)));
db = Math.fma(nzX, bX, Math.fma(nzY, bY, Math.fma(nzZ, bZ, nzW)));
if (da < 0.0f && db < 0.0f)
return false;
if (da * db < 0.0f) {
float p = Math.abs(da) / Math.abs(db - da);
float dx = Math.fma(bX - aX, p, aX), dy = Math.fma(bY - aY, p, aY), dz = Math.fma(bZ - aZ, p, aZ);
if (da < 0.0f) {
aX = dx; aY = dy; aZ = dz;
} else {
bX = dx; bY = dy; bZ = dz;
}
}
da = Math.fma(pzX, aX, Math.fma(pzY, aY, Math.fma(pzZ, aZ, pzW)));
db = Math.fma(pzX, bX, Math.fma(pzY, bY, Math.fma(pzZ, bZ, pzW)));
return da >= 0.0f || db >= 0.0f;
}
}