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262 行
10 KiB

using System;
namespace UnityEngine.Experimental.Rendering
{
public struct Frustum
{
public Plane[] planes; // Left, right, top, bottom, near, far
public Vector3[] corners; // Positions of the 8 corners
// The frustum will be camera-relative if given a camera-relative VP matrix.
public static Frustum Create(Matrix4x4 viewProjMatrix, bool depth_0_1, bool reverseZ)
{
Frustum frustum = new Frustum();
frustum.planes = new Plane[6];
frustum.corners = new Vector3[8];
GeometryUtility.CalculateFrustumPlanes(viewProjMatrix, frustum.planes);
float nd = -1.0f;
if (depth_0_1)
{
nd = 0.0f;
// See "Fast Extraction of Viewing Frustum Planes" by Gribb and Hartmann.
Vector3 f = new Vector3(viewProjMatrix.m20, viewProjMatrix.m21, viewProjMatrix.m22);
float s = (float)(1.0 / Math.Sqrt(f.sqrMagnitude));
Plane np = new Plane(s * f, s * viewProjMatrix.m23);
frustum.planes[4] = np;
}
if (reverseZ)
{
Plane tmp = frustum.planes[4];
frustum.planes[4] = frustum.planes[5];
frustum.planes[5] = tmp;
}
Matrix4x4 invViewProjMatrix = viewProjMatrix.inverse;
// Unproject 8 frustum points.
frustum.corners[0] = invViewProjMatrix.MultiplyPoint(new Vector3(-1, -1, 1));
frustum.corners[1] = invViewProjMatrix.MultiplyPoint(new Vector3( 1, -1, 1));
frustum.corners[2] = invViewProjMatrix.MultiplyPoint(new Vector3(-1, 1, 1));
frustum.corners[3] = invViewProjMatrix.MultiplyPoint(new Vector3( 1, 1, 1));
frustum.corners[4] = invViewProjMatrix.MultiplyPoint(new Vector3(-1, -1, nd));
frustum.corners[5] = invViewProjMatrix.MultiplyPoint(new Vector3( 1, -1, nd));
frustum.corners[6] = invViewProjMatrix.MultiplyPoint(new Vector3(-1, 1, nd));
frustum.corners[7] = invViewProjMatrix.MultiplyPoint(new Vector3( 1, 1, nd));
return frustum;
}
} // struct Frustum
[GenerateHLSL]
public struct OrientedBBox
{
// 3 x float4 = 48 bytes.
// TODO: pack the axes into 16-bit UNORM per channel, and consider a quaternionic representation.
public Vector3 right;
public float extentX;
public Vector3 up;
public float extentY;
public Vector3 center;
public float extentZ;
public Vector3 forward { get { return Vector3.Cross(up, right); } }
public static OrientedBBox Create(Transform t)
{
OrientedBBox obb = new OrientedBBox();
Vector3 vecX = t.localToWorldMatrix.GetColumn(0);
Vector3 vecY = t.localToWorldMatrix.GetColumn(1);
Vector3 vecZ = t.localToWorldMatrix.GetColumn(2);
obb.center = t.position;
obb.right = vecX * 1.0f / (vecX.magnitude);
obb.up = vecY * 1.0f / (vecY.magnitude);
obb.extentX = 0.5f * vecX.magnitude;
obb.extentY = 0.5f * vecY.magnitude;
obb.extentZ = 0.5f * vecZ.magnitude;
return obb;
}
} // struct OrientedBBox
public static class GeometryUtils
{
// Returns 'true' if the OBB intersects (or is inside) the frustum, 'false' otherwise.
public static bool Overlap(OrientedBBox obb, Frustum frustum, int numPlanes, int numCorners)
{
bool overlap = true;
// Test the OBB against frustum planes. Frustum planes are inward-facing.
// The OBB is outside if it's entirely behind one of the frustum planes.
// See "Real-Time Rendering", 3rd Edition, 16.10.2.
for (int i = 0; overlap && i < numPlanes; i++)
{
Vector3 n = frustum.planes[i].normal;
float d = frustum.planes[i].distance;
// Max projection of the half-diagonal onto the normal (always positive).
float maxHalfDiagProj = obb.extentX * Mathf.Abs(Vector3.Dot(n, obb.right))
+ obb.extentY * Mathf.Abs(Vector3.Dot(n, obb.up))
+ obb.extentZ * Mathf.Abs(Vector3.Dot(n, obb.forward));
// Positive distance -> center in front of the plane.
// Negative distance -> center behind the plane (outside).
float centerToPlaneDist = Vector3.Dot(n, obb.center) + d;
// outside = maxHalfDiagProj < -centerToPlaneDist
// outside = maxHalfDiagProj + centerToPlaneDist < 0
// overlap = overlap && !outside
overlap = overlap && (maxHalfDiagProj + centerToPlaneDist >= 0);
}
if (numCorners == 0) return overlap;
// Test the frustum corners against OBB planes. The OBB planes are outward-facing.
// The frustum is outside if all of its corners are entirely in front of one of the OBB planes.
// See "Correct Frustum Culling" by Inigo Quilez.
// We can exploit the symmetry of the box by only testing against 3 planes rather than 6.
Plane[] planes = new Plane[3];
planes[0].normal = obb.right;
planes[0].distance = obb.extentX;
planes[1].normal = obb.up;
planes[1].distance = obb.extentY;
planes[2].normal = obb.forward;
planes[2].distance = obb.extentZ;
for (int i = 0; overlap && i < 3; i++)
{
Plane plane = planes[i];
// We need a separate counter for the "box fully inside frustum" case.
bool outsidePos = true; // Positive normal
bool outsideNeg = true; // Reversed normal
// Merge 2 loops. Continue as long as all points are outside either plane.
for (int j = 0; j < numCorners; j++)
{
float proj = Vector3.Dot(plane.normal, frustum.corners[j] - obb.center);
outsidePos = outsidePos && ( proj > plane.distance);
outsideNeg = outsideNeg && (-proj > plane.distance);
}
overlap = overlap && !(outsidePos || outsideNeg);
}
return overlap;
}
public static readonly Matrix4x4 FlipMatrixLHSRHS = Matrix4x4.Scale(new Vector3(1, 1, -1));
public static Vector4 Plane(Vector3 position, Vector3 normal)
{
var n = normal;
var d = -Vector3.Dot(n, position);
var plane = new Vector4(n.x, n.y, n.z, d);
return plane;
}
public static Vector4 CameraSpacePlane(Matrix4x4 worldToCamera, Vector3 pos, Vector3 normal, float sideSign = 1, float clipPlaneOffset = 0)
{
var offsetPos = pos + normal * clipPlaneOffset;
var cpos = worldToCamera.MultiplyPoint(offsetPos);
var cnormal = worldToCamera.MultiplyVector(normal).normalized * sideSign;
return new Vector4(cnormal.x, cnormal.y, cnormal.z, -Vector3.Dot(cpos, cnormal));
}
public static Matrix4x4 CalculateWorldToCameraMatrixRHS(Vector3 position, Quaternion rotation)
{
return Matrix4x4.Scale(new Vector3(1, 1, -1)) * Matrix4x4.TRS(position, rotation, Vector3.one).inverse;
}
public static Matrix4x4 CalculateWorldToCameraMatrixRHS(Transform transform)
{
return Matrix4x4.Scale(new Vector3(1, 1, -1)) * transform.localToWorldMatrix.inverse;
}
public static Matrix4x4 CalculateObliqueMatrix(Matrix4x4 sourceProjection, Vector4 clipPlane)
{
var projection = sourceProjection;
var inversion = sourceProjection.inverse;
var cps = new Vector4(
Mathf.Sign(clipPlane.x),
Mathf.Sign(clipPlane.y),
1.0f,
1.0f);
var q = inversion * cps;
var c = clipPlane * (2.0f / Vector4.Dot(clipPlane, q));
projection[2] = c.x - projection[3];
projection[6] = c.y - projection[7];
projection[10] = c.z - projection[11];
projection[14] = c.w - projection[15];
return projection;
}
public static Matrix4x4 CalculateReflectionMatrix(Vector3 position, Vector3 normal)
{
return CalculateReflectionMatrix(Plane(position, normal.normalized));
}
public static Matrix4x4 CalculateReflectionMatrix(Vector4 plane)
{
var reflectionMat = new Matrix4x4();
reflectionMat.m00 = (1F - 2F * plane[0] * plane[0]);
reflectionMat.m01 = (-2F * plane[0] * plane[1]);
reflectionMat.m02 = (-2F * plane[0] * plane[2]);
reflectionMat.m03 = (-2F * plane[3] * plane[0]);
reflectionMat.m10 = (-2F * plane[1] * plane[0]);
reflectionMat.m11 = (1F - 2F * plane[1] * plane[1]);
reflectionMat.m12 = (-2F * plane[1] * plane[2]);
reflectionMat.m13 = (-2F * plane[3] * plane[1]);
reflectionMat.m20 = (-2F * plane[2] * plane[0]);
reflectionMat.m21 = (-2F * plane[2] * plane[1]);
reflectionMat.m22 = (1F - 2F * plane[2] * plane[2]);
reflectionMat.m23 = (-2F * plane[3] * plane[2]);
reflectionMat.m30 = 0F;
reflectionMat.m31 = 0F;
reflectionMat.m32 = 0F;
reflectionMat.m33 = 1F;
return reflectionMat;
}
public static Matrix4x4 GetWorldToCameraMatrixLHS(this Camera camera)
{
return FlipMatrixLHSRHS * camera.worldToCameraMatrix;
}
public static Matrix4x4 GetProjectionMatrixLHS(this Camera camera)
{
return camera.projectionMatrix * FlipMatrixLHSRHS;
}
public static Matrix4x4 CalculateProjectionMatrix(Camera camera)
{
if (camera.orthographic)
{
var h = camera.orthographicSize;
var w = camera.orthographicSize * camera.aspect;
return Matrix4x4.Ortho(-w, w, -h, h, camera.nearClipPlane, camera.farClipPlane);
}
else
return Matrix4x4.Perspective(camera.fieldOfView, camera.aspect, camera.nearClipPlane, camera.farClipPlane);
}
} // class GeometryUtils
}