// Created on: 2013-12-25 // Created by: Varvara POSKONINA // Copyright (c) 1999-2014 OPEN CASCADE SAS // // This file is part of Open CASCADE Technology software library. // // This library is free software; you can redistribute it and/or modify it under // the terms of the GNU Lesser General Public License version 2.1 as published // by the Free Software Foundation, with special exception defined in the file // OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT // distribution for complete text of the license and disclaimer of any warranty. // // Alternatively, this file may be used under the terms of Open CASCADE // commercial license or contractual agreement. #ifndef _Graphic3d_CullingTool_HeaderFile #define _Graphic3d_CullingTool_HeaderFile #include #include #include //! Graphic3d_CullingTool class provides a possibility to store parameters of view volume, //! such as its vertices and equations, and contains methods detecting if given AABB overlaps view volume. class Graphic3d_CullingTool { public: //! Auxiliary structure holding non-persistent culling options. struct CullingContext { Standard_Real DistCull; //!< culling distance Standard_Real SizeCull2; //!< squared culling size //! Empty constructor. CullingContext() : DistCull (-1.0), SizeCull2 (-1.0) {} }; //! Auxiliary structure representing 3D plane. struct Plane { //! Creates default plane. Plane() : Origin (0.0, 0.0, 0.0), Normal (0.0, 0.0, 1.0) {} //! Creates plane with specific parameters. Plane (const Graphic3d_Vec3d& theOrigin, const Graphic3d_Vec3d& theNormal) : Origin (theOrigin), Normal (theNormal) {} Graphic3d_Vec3d Origin; Graphic3d_Vec3d Normal; }; public: //! Creates an empty selector object with parallel projection type by default. Standard_EXPORT Graphic3d_CullingTool(); //! Retrieves view volume's planes equations and its vertices from projection and world-view matrices. //! @param theCamera [in] camera definition //! @param theModelWorld [in] optional object transformation for computing frustum in object local coordinate system Standard_EXPORT void SetViewVolume (const Handle(Graphic3d_Camera)& theCamera, const Graphic3d_Mat4d& theModelWorld = Graphic3d_Mat4d()); Standard_EXPORT void SetViewportSize (Standard_Integer theViewportWidth, Standard_Integer theViewportHeight, Standard_Real theResolutionRatio); //! Setup distance culling. Standard_EXPORT void SetCullingDistance (CullingContext& theCtx, Standard_Real theDistance) const; //! Setup size culling. Standard_EXPORT void SetCullingSize (CullingContext& theCtx, Standard_Real theSize) const; //! Caches view volume's vertices projections along its normals and AABBs dimensions. //! Must be called at the beginning of each BVH tree traverse loop. Standard_EXPORT void CacheClipPtsProjections(); //! Checks whether given AABB should be entirely culled or not. //! @param theCtx [in] culling properties //! @param theMinPnt [in] maximum point of AABB //! @param theMaxPnt [in] minimum point of AABB //! @param theIsInside [out] flag indicating if AABB is fully inside; initial value should be set to TRUE //! @return TRUE if AABB is completely outside of view frustum or culled by size/distance; //! FALSE in case of partial or complete overlap (use theIsInside to distinguish) bool IsCulled (const CullingContext& theCtx, const Graphic3d_Vec3d& theMinPnt, const Graphic3d_Vec3d& theMaxPnt, Standard_Boolean* theIsInside = NULL) const { return IsOutFrustum(theMinPnt, theMaxPnt, theIsInside) || IsTooDistant(theCtx, theMinPnt, theMaxPnt, theIsInside) || IsTooSmall (theCtx, theMinPnt, theMaxPnt); } //! Return the camera definition. const Handle(Graphic3d_Camera)& Camera() const { return myCamera; } //! Returns current projection matrix. const Graphic3d_Mat4d& ProjectionMatrix() const { return myProjectionMat; } //! Returns current world view transformation matrix. const Graphic3d_Mat4d& WorldViewMatrix() const { return myWorldViewMat; } Standard_Integer ViewportWidth() const { return myViewportWidth; } Standard_Integer ViewportHeight() const { return myViewportHeight; } //! Returns state of current world view projection transformation matrices. const Graphic3d_WorldViewProjState& WorldViewProjState() const { return myWorldViewProjState; } //! Returns camera eye position. const Graphic3d_Vec3d& CameraEye() const { return myCamEye; } //! Returns camera direction. const Graphic3d_Vec3d& CameraDirection() const { return myCamDir; } public: //! Calculates signed distance from plane to point. //! @param theNormal [in] the plane's normal. //! @param thePnt [in] Standard_EXPORT Standard_Real SignedPlanePointDistance (const Graphic3d_Vec4d& theNormal, const Graphic3d_Vec4d& thePnt); //! Detects if AABB overlaps view volume using separating axis theorem (SAT). //! @param theMinPnt [in] maximum point of AABB //! @param theMaxPnt [in] minimum point of AABB //! @param theIsInside [out] flag indicating if AABB is fully inside; initial value should be set to TRUE //! @return TRUE if AABB is completely outside of view frustum; //! FALSE in case of partial or complete overlap (use theIsInside to distinguish) //! @sa SelectMgr_Frustum::hasOverlap() bool IsOutFrustum (const Graphic3d_Vec3d& theMinPnt, const Graphic3d_Vec3d& theMaxPnt, Standard_Boolean* theIsInside = NULL) const { // E1 // |_ E0 // / // E2 if (theMinPnt[0] > myMaxOrthoProjectionPts[0] // E0 test (x axis) || theMaxPnt[0] < myMinOrthoProjectionPts[0] || theMinPnt[1] > myMaxOrthoProjectionPts[1] // E1 test (y axis) || theMaxPnt[1] < myMinOrthoProjectionPts[1] || theMinPnt[2] > myMaxOrthoProjectionPts[2] // E2 test (z axis) || theMaxPnt[2] < myMinOrthoProjectionPts[2]) { return true; } if (theIsInside != NULL && *theIsInside) { *theIsInside = theMinPnt[0] >= myMinOrthoProjectionPts[0] // E0 test (x axis) && theMaxPnt[0] <= myMaxOrthoProjectionPts[0] && theMinPnt[1] >= myMinOrthoProjectionPts[1] // E1 test (y axis) && theMaxPnt[1] <= myMaxOrthoProjectionPts[1] && theMinPnt[1] >= myMinOrthoProjectionPts[2] // E2 test (z axis) && theMaxPnt[1] <= myMaxOrthoProjectionPts[2]; } const Standard_Integer anIncFactor = myIsProjectionParallel ? 2 : 1; for (Standard_Integer aPlaneIter = 0; aPlaneIter < PlanesNB - 1; aPlaneIter += anIncFactor) { // frustum normals const Graphic3d_Vec3d& anAxis = myClipPlanes[aPlaneIter].Normal; const Graphic3d_Vec3d aPVertex (anAxis.x() > 0.0 ? theMaxPnt.x() : theMinPnt.x(), anAxis.y() > 0.0 ? theMaxPnt.y() : theMinPnt.y(), anAxis.z() > 0.0 ? theMaxPnt.z() : theMinPnt.z()); const Standard_Real aPnt0 = aPVertex.Dot (anAxis); if (theIsInside == NULL && aPnt0 >= myMinClipProjectionPts[aPlaneIter] && aPnt0 <= myMaxClipProjectionPts[aPlaneIter]) { continue; } const Graphic3d_Vec3d aNVertex (anAxis.x() > 0.0 ? theMinPnt.x() : theMaxPnt.x(), anAxis.y() > 0.0 ? theMinPnt.y() : theMaxPnt.y(), anAxis.z() > 0.0 ? theMinPnt.z() : theMaxPnt.z()); const Standard_Real aPnt1 = aNVertex.Dot (anAxis); const Standard_Real aBoxProjMin = aPnt0 < aPnt1 ? aPnt0 : aPnt1; const Standard_Real aBoxProjMax = aPnt0 > aPnt1 ? aPnt0 : aPnt1; if (aBoxProjMin > myMaxClipProjectionPts[aPlaneIter] || aBoxProjMax < myMinClipProjectionPts[aPlaneIter]) { return true; } if (theIsInside != NULL && *theIsInside) { *theIsInside = aBoxProjMin >= myMinClipProjectionPts[aPlaneIter] && aBoxProjMax <= myMaxClipProjectionPts[aPlaneIter]; } } return false; } //! Returns TRUE if given AABB should be discarded by distance culling criterion. //! @param theMinPnt [in] maximum point of AABB //! @param theMaxPnt [in] minimum point of AABB //! @param theIsInside [out] flag indicating if AABB is fully inside; initial value should be set to TRUE //! @return TRUE if AABB is completely behind culling distance; //! FALSE in case of partial or complete overlap (use theIsInside to distinguish) bool IsTooDistant (const CullingContext& theCtx, const Graphic3d_Vec3d& theMinPnt, const Graphic3d_Vec3d& theMaxPnt, Standard_Boolean* theIsInside = NULL) const { if (theCtx.DistCull <= 0.0) { return false; } // check distance to the bounding sphere as fast approximation const Graphic3d_Vec3d aSphereCenter = (theMinPnt + theMaxPnt) * 0.5; const Standard_Real aSphereRadius = (theMaxPnt - theMinPnt).maxComp() * 0.5; const Standard_Real aDistToCenter = (aSphereCenter - myCamEye).Modulus(); if ((aDistToCenter - aSphereRadius) > theCtx.DistCull) { // clip if closest point is behind culling distance return true; } if (theIsInside != NULL && *theIsInside) { // check if farthest point is before culling distance *theIsInside = (aDistToCenter + aSphereRadius) <= theCtx.DistCull; } return false; } //! Returns TRUE if given AABB should be discarded by size culling criterion. bool IsTooSmall (const CullingContext& theCtx, const Graphic3d_Vec3d& theMinPnt, const Graphic3d_Vec3d& theMaxPnt) const { if (theCtx.SizeCull2 <= 0.0) { return false; } const Standard_Real aBoxDiag2 = (theMaxPnt - theMinPnt).SquareModulus(); if (myIsProjectionParallel) { return aBoxDiag2 < theCtx.SizeCull2; } // note that distances behind the Eye (aBndDist < 0) are not scaled correctly here, // but majority of such objects should be culled by frustum const Graphic3d_Vec3d aBndCenter = (theMinPnt + theMaxPnt) * 0.5; const Standard_Real aBndDist = (aBndCenter - myCamEye).Dot (myCamDir); return aBoxDiag2 < theCtx.SizeCull2 * aBndDist * aBndDist; } protected: //! Enumerates planes of view volume. enum { Plane_Left, Plane_Right, Plane_Bottom, Plane_Top, Plane_Near, Plane_Far, PlanesNB }; protected: Plane myClipPlanes[PlanesNB]; //!< Planes NCollection_Array1 myClipVerts; //!< Vertices Handle(Graphic3d_Camera) myCamera; //!< camera definition // for caching clip points projections onto viewing area normals once per traverse // ORDER: LEFT, RIGHT, BOTTOM, TOP, NEAR, FAR Standard_Real myMaxClipProjectionPts[PlanesNB]; //!< Max view volume's vertices projections onto its normals Standard_Real myMinClipProjectionPts[PlanesNB]; //!< Min view volume's vertices projections onto its normals // for caching clip points projections onto AABB normals once per traverse // ORDER: E0, E1, E2 Standard_Real myMaxOrthoProjectionPts[3]; //!< Max view volume's vertices projections onto normalized dimensions of AABB Standard_Real myMinOrthoProjectionPts[3]; //!< Min view volume's vertices projections onto normalized dimensions of AABB Standard_Boolean myIsProjectionParallel; Graphic3d_Mat4d myProjectionMat; Graphic3d_Mat4d myWorldViewMat; Standard_Integer myViewportWidth; Standard_Integer myViewportHeight; Graphic3d_WorldViewProjState myWorldViewProjState; //!< State of world view projection matrices. Graphic3d_Vec3d myCamEye; //!< camera eye position for distance culling Graphic3d_Vec3d myCamDir; //!< camera direction for size culling Standard_Real myCamScale; //!< camera scale for size culling Standard_Real myPixelSize; //!< pixel size for size culling }; #endif // _Graphic3d_CullingTool_HeaderFile