Merge pull request #23 from recp/box

bounding box
This commit is contained in:
Recep Aslantas
2018-01-18 23:40:27 +03:00
committed by GitHub
16 changed files with 363 additions and 101 deletions

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@@ -58,3 +58,12 @@ Fast Extraction of Viewing Frustum Planes from the World-View-Projection Matrix
Authors:
Gil Gribb (ggribb@ravensoft.com)
Klaus Hartmann (k_hartmann@osnabrueck.netsurf.de)
5. Transform AABB
Transform Axis Aligned Bounding Boxes:
http://dev.theomader.com/transform-bounding-boxes/
https://github.com/erich666/GraphicsGems/blob/master/gems/TransBox.c
6. Cull frustum
http://www.txutxi.com/?p=584
http://old.cescg.org/CESCG-2002/DSykoraJJelinek/

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@@ -64,7 +64,8 @@ I realized that floating point errors may occur is some operaitons especially de
- euler angles / yaw-pitch-roll to matrix
- extract euler angles
- inline or pre-compiled function call
- extract view frustum planes
- frustum (extract view frustum planes, corners...)
- bounding box (AABB in Frustum (culling), crop, merge...)
<hr />

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@@ -18,12 +18,12 @@
CGLM_INLINE void glm_scale(mat4 m, vec3 v);
CGLM_INLINE void glm_scale1(mat4 m, float s);
CGLM_INLINE void glm_scale_uni(mat4 m, float s);
CGLM_INLINE void glm_rotate_x(mat4 m, float rad, mat4 dest);
CGLM_INLINE void glm_rotate_y(mat4 m, float rad, mat4 dest);
CGLM_INLINE void glm_rotate_z(mat4 m, float rad, mat4 dest);
CGLM_INLINE void glm_rotate_x(mat4 m, float angle, mat4 dest);
CGLM_INLINE void glm_rotate_y(mat4 m, float angle, mat4 dest);
CGLM_INLINE void glm_rotate_z(mat4 m, float angle, mat4 dest);
CGLM_INLINE void glm_rotate_ndc_make(mat4 m, float angle, vec3 axis_ndc);
CGLM_INLINE void glm_rotate_make(mat4 m, float angle, vec3 axis);
CGLM_INLINE void glm_rotate_ndc(mat4 m, float angle, vec3 axis_ndc);
CGLM_INLINE void glm_rotate_ndc(mat4 m, float angle, vec3 axis);
CGLM_INLINE void glm_rotate(mat4 m, float angle, vec3 axis);
CGLM_INLINE void glm_decompose_scalev(mat4 m, vec3 s);
CGLM_INLINE bool glm_uniscaled(mat4 m);
@@ -122,16 +122,16 @@ glm_translate(mat4 m, vec3 v) {
*/
CGLM_INLINE
void
glm_translate_x(mat4 m, float to) {
glm_translate_x(mat4 m, float x) {
#if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(m[3],
_mm_add_ps(_mm_mul_ps(_mm_load_ps(m[0]),
_mm_set1_ps(to)),
_mm_set1_ps(x)),
_mm_load_ps(m[3])))
;
#else
vec4 v1;
glm_vec4_scale(m[0], to, v1);
glm_vec4_scale(m[0], x, v1);
glm_vec4_add(v1, m[3], m[3]);
#endif
}
@@ -144,16 +144,16 @@ glm_translate_x(mat4 m, float to) {
*/
CGLM_INLINE
void
glm_translate_y(mat4 m, float to) {
glm_translate_y(mat4 m, float y) {
#if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(m[3],
_mm_add_ps(_mm_mul_ps(_mm_load_ps(m[1]),
_mm_set1_ps(to)),
_mm_set1_ps(y)),
_mm_load_ps(m[3])))
;
#else
vec4 v1;
glm_vec4_scale(m[1], to, v1);
glm_vec4_scale(m[1], y, v1);
glm_vec4_add(v1, m[3], m[3]);
#endif
}
@@ -166,16 +166,16 @@ glm_translate_y(mat4 m, float to) {
*/
CGLM_INLINE
void
glm_translate_z(mat4 m, float to) {
glm_translate_z(mat4 m, float z) {
#if defined( __SSE__ ) || defined( __SSE2__ )
_mm_store_ps(m[3],
_mm_add_ps(_mm_mul_ps(_mm_load_ps(m[2]),
_mm_set1_ps(to)),
_mm_set1_ps(z)),
_mm_load_ps(m[3])))
;
#else
vec4 v1;
glm_vec4_scale(m[2], to, v1);
glm_vec4_scale(m[2], z, v1);
glm_vec4_add(v1, m[3], m[3]);
#endif
}
@@ -297,13 +297,13 @@ glm_rotate_x(mat4 m, float angle, mat4 dest) {
*/
CGLM_INLINE
void
glm_rotate_y(mat4 m, float rad, mat4 dest) {
glm_rotate_y(mat4 m, float angle, mat4 dest) {
float cosVal;
float sinVal;
mat4 t = GLM_MAT4_IDENTITY_INIT;
cosVal = cosf(rad);
sinVal = sinf(rad);
cosVal = cosf(angle);
sinVal = sinf(angle);
t[0][0] = cosVal;
t[0][2] = -sinVal;
@@ -323,13 +323,13 @@ glm_rotate_y(mat4 m, float rad, mat4 dest) {
*/
CGLM_INLINE
void
glm_rotate_z(mat4 m, float rad, mat4 dest) {
glm_rotate_z(mat4 m, float angle, mat4 dest) {
float cosVal;
float sinVal;
mat4 t = GLM_MAT4_IDENTITY_INIT;
cosVal = cosf(rad);
sinVal = sinf(rad);
cosVal = cosf(angle);
sinVal = sinf(angle);
t[0][0] = cosVal;
t[0][1] = sinVal;
@@ -441,9 +441,9 @@ glm_rotate_ndc(mat4 m, float angle, vec3 axis_ndc) {
/*!
* @brief rotate existing transform matrix around Z axis by angle and axis
*
* @param[in, out] m affine transfrom
* @param[in] angle angle (radians)
* @param[in] axis_ndc axis
* @param[in, out] m affine transfrom
* @param[in] angle angle (radians)
* @param[in] axis axis
*/
CGLM_INLINE
void
@@ -457,8 +457,8 @@ glm_rotate(mat4 m, float angle, vec3 axis) {
/*!
* @brief decompose scale vector
*
* @param[in] m affine transform
* @param[out] s scale vector (Sx, Sy, Sz)
* @param[in] m affine transform
* @param[out] s scale vector (Sx, Sy, Sz)
*/
CGLM_INLINE
void

156
include/cglm/box.h Normal file
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@@ -0,0 +1,156 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglm_box_h
#define cglm_box_h
#include "common.h"
#include "vec3.h"
#include "vec4.h"
/*!
* @brief apply transform to Axis-Aligned Bounding Box
*
* @param[in] box bounding box
* @param[in] m transform matrix
* @param[out] dest transformed bounding box
*/
CGLM_INLINE
void
glm_aabb_transform(vec3 box[2], mat4 m, vec3 dest[2]) {
vec3 v[2], xa, xb, ya, yb, za, zb, tmp;
glm_vec_scale(m[0], box[0][0], xa);
glm_vec_scale(m[0], box[1][0], xb);
glm_vec_scale(m[1], box[0][1], ya);
glm_vec_scale(m[1], box[1][1], yb);
glm_vec_scale(m[2], box[0][2], za);
glm_vec_scale(m[2], box[1][2], zb);
/* min(xa, xb) + min(ya, yb) + min(za, zb) + translation */
glm_vec_minv(xa, xb, v[0]);
glm_vec_minv(ya, yb, tmp);
glm_vec_add(v[0], tmp, v[0]);
glm_vec_minv(za, zb, tmp);
glm_vec_add(v[0], tmp, v[0]);
glm_vec_add(v[0], m[3], v[0]);
/* max(xa, xb) + max(ya, yb) + max(za, zb) + translation */
glm_vec_maxv(xa, xb, v[1]);
glm_vec_maxv(ya, yb, tmp);
glm_vec_add(v[1], tmp, v[1]);
glm_vec_maxv(za, zb, tmp);
glm_vec_add(v[1], tmp, v[1]);
glm_vec_add(v[1], m[3], v[1]);
glm_vec_copy(v[0], dest[0]);
glm_vec_copy(v[1], dest[1]);
}
/*!
* @brief merges two AABB bounding box and creates new one
*
* two box must be in same space, if one of box is in different space then
* you should consider to convert it's space by glm_box_space
*
* @param[in] box1 bounding box 1
* @param[in] box2 bounding box 2
* @param[out] dest merged bounding box
*/
CGLM_INLINE
void
glm_aabb_merge(vec3 box1[2], vec3 box2[2], vec3 dest[2]) {
dest[0][0] = glm_min(box1[0][0], box2[0][0]);
dest[0][1] = glm_min(box1[0][1], box2[0][1]);
dest[0][2] = glm_min(box1[0][2], box2[0][2]);
dest[1][0] = glm_max(box1[1][0], box2[1][0]);
dest[1][1] = glm_max(box1[1][1], box2[1][1]);
dest[1][2] = glm_max(box1[1][2], box2[1][2]);
}
/*!
* @brief crops a bounding box with another one.
*
* this could be useful for gettng a bbox which fits with view frustum and
* object bounding boxes. In this case you crop view frustum box with objects
* box
*
* @param[in] box bounding box 1
* @param[in] cropBox crop box
* @param[out] dest cropped bounding box
*/
CGLM_INLINE
void
glm_aabb_crop(vec3 box[2], vec3 cropBox[2], vec3 dest[2]) {
dest[0][0] = glm_max(box[0][0], cropBox[0][0]);
dest[0][1] = glm_max(box[0][1], cropBox[0][1]);
dest[0][2] = glm_max(box[0][2], cropBox[0][2]);
dest[1][0] = glm_min(box[1][0], cropBox[1][0]);
dest[1][1] = glm_min(box[1][1], cropBox[1][1]);
dest[1][2] = glm_min(box[1][2], cropBox[1][2]);
}
/*!
* @brief crops a bounding box with another one.
*
* this could be useful for gettng a bbox which fits with view frustum and
* object bounding boxes. In this case you crop view frustum box with objects
* box
*
* @param[in] box bounding box
* @param[in] cropBox crop box
* @param[in] clampBox miniumum box
* @param[out] dest cropped bounding box
*/
CGLM_INLINE
void
glm_aabb_crop_until(vec3 box[2],
vec3 cropBox[2],
vec3 clampBox[2],
vec3 dest[2]) {
glm_aabb_crop(box, cropBox, dest);
glm_aabb_merge(clampBox, dest, dest);
}
/*!
* @brief check if AABB intersects with frustum planes
*
* this could be useful for frustum culling using AABB.
*
* OPTIMIZATION HINT:
* if planes order is similar to LEFT, RIGHT, BOTTOM, TOP, NEAR, FAR
* then this method should run even faster because it would only use two
* planes if object is not inside the two planes
* fortunately cglm extracts planes as this order! just pass what you got!
*
* @param[in] box bounding box
* @param[in] planes frustum planes
*/
CGLM_INLINE
bool
glm_aabb_frustum(vec3 box[2], vec4 planes[6]) {
float *p, dp;
int i;
for (i = 0; i < 6; i++) {
p = planes[i];
dp = p[0] * box[p[0] > 0.0f][0]
+ p[1] * box[p[1] > 0.0f][1]
+ p[2] * box[p[2] > 0.0f][2];
if (dp < -p[3])
return false;
}
return true;
}
#endif /* cglm_box_h */

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@@ -22,6 +22,7 @@ extern "C" {
#include "call/euler.h"
#include "call/plane.h"
#include "call/frustum.h"
#include "call/box.h"
#include "call/io.h"
#ifdef __cplusplus

39
include/cglm/call/box.h Normal file
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@@ -0,0 +1,39 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#ifndef cglmc_box_h
#define cglmc_box_h
#ifdef __cplusplus
extern "C" {
#endif
#include "../cglm.h"
CGLM_EXPORT
void
glmc_aabb_transform(vec3 box[2], mat4 m, vec3 dest[2]);
CGLM_EXPORT
void
glmc_aabb_merge(vec3 box1[2], vec3 box2[2], vec3 dest[2]);
CGLM_EXPORT
void
glmc_aabb_crop(vec3 box[2], vec3 cropBox[2], vec3 dest[2]);
CGLM_EXPORT
void
glmc_aabb_crop_until(vec3 box[2],
vec3 cropBox[2],
vec3 clampBox[2],
vec3 dest[2]);
#ifdef __cplusplus
}
#endif
#endif /* cglmc_box_h */

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@@ -52,6 +52,9 @@
CGLM_INLINE void glm_persp_decomp_near(mat4 proj, float *__restrict nearVal);
CGLM_INLINE void glm_frustum_planes(mat4 m, vec4 dest[6]);
CGLM_INLINE void glm_frustum_corners(mat4 invMat, vec4 dest[8]);
CGLM_INLINE glm_ortho_box(vec3 box[2], mat4 dest);
CGLM_INLINE void glm_ortho_boxp(vec3 box[2], float padding, mat4 dest);
CGLM_INLINE void glm_ortho_boxp(vec3 box[2], float padding, mat4 dest);
*/
#ifndef cglm_vcam_h
@@ -135,6 +138,59 @@ glm_ortho(float left,
dest[3][3] = 1.0f;
}
/*!
* @brief set up orthographic projection matrix using bounding box
*
* bounding box (AABB) must be in view space
*
* @param[in] box AABB
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_ortho_aabb(vec3 box[2], mat4 dest) {
glm_ortho(box[0][0], box[1][0],
box[0][1], box[1][1],
-box[1][2], -box[0][2],
dest);
}
/*!
* @brief set up orthographic projection matrix using bounding box
*
* bounding box (AABB) must be in view space
*
* @param[in] box AABB
* @param[in] padding padding
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_ortho_aabb_p(vec3 box[2], float padding, mat4 dest) {
glm_ortho(box[0][0] - padding, box[1][0] + padding,
box[0][1] - padding, box[1][1] + padding,
-(box[1][2] + padding), -(box[0][2] - padding),
dest);
}
/*!
* @brief set up orthographic projection matrix using bounding box
*
* bounding box (AABB) must be in view space
*
* @param[in] box AABB
* @param[in] padding padding for near and far
* @param[out] dest result matrix
*/
CGLM_INLINE
void
glm_ortho_aabb_pz(vec3 box[2], float padding, mat4 dest) {
glm_ortho(box[0][0], box[1][0],
box[0][1], box[1][1],
-(box[1][2] + padding), -(box[0][2] - padding),
dest);
}
/*!
* @brief set up unit orthographic projection matrix
*

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@@ -19,6 +19,7 @@
#include "quat.h"
#include "euler.h"
#include "plane.h"
#include "box.h"
#include "util.h"
#include "io.h"

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@@ -126,7 +126,7 @@ glm_quat_norm(versor q) {
/*!
* @brief normalize quaternion
*
* @param[in, out] m quaternion
* @param[in, out] q quaternion
*/
CGLM_INLINE
void
@@ -145,7 +145,7 @@ glm_quat_normalize(versor q) {
/*!
* @brief dot product of two quaternion
*
* @param[in] m quaternion 1
* @param[in] q quaternion 1
* @param[in] r quaternion 2
*/
CGLM_INLINE

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@@ -45,7 +45,7 @@ glm_rad(float deg) {
/*!
* @brief convert radians to degree
*
* @param[in] deg angle in radians
* @param[in] rad angle in radians
*/
CGLM_INLINE
float

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@@ -436,20 +436,9 @@ glm_vec_distance(vec3 v1, vec3 v2) {
CGLM_INLINE
void
glm_vec_maxv(vec3 v1, vec3 v2, vec3 dest) {
if (v1[0] > v2[0])
dest[0] = v1[0];
else
dest[0] = v2[0];
if (v1[1] > v2[1])
dest[1] = v1[1];
else
dest[1] = v2[1];
if (v1[2] > v2[2])
dest[2] = v1[2];
else
dest[2] = v2[2];
dest[0] = glm_max(v1[0], v2[0]);
dest[1] = glm_max(v1[1], v2[1]);
dest[2] = glm_max(v1[2], v2[2]);
}
/*!
@@ -462,20 +451,9 @@ glm_vec_maxv(vec3 v1, vec3 v2, vec3 dest) {
CGLM_INLINE
void
glm_vec_minv(vec3 v1, vec3 v2, vec3 dest) {
if (v1[0] < v2[0])
dest[0] = v1[0];
else
dest[0] = v2[0];
if (v1[1] < v2[1])
dest[1] = v1[1];
else
dest[1] = v2[1];
if (v1[2] < v2[2])
dest[2] = v1[2];
else
dest[2] = v2[2];
dest[0] = glm_min(v1[0], v2[0]);
dest[1] = glm_min(v1[1], v2[1]);
dest[2] = glm_min(v1[2], v2[2]);
}
/*!
@@ -541,7 +519,7 @@ glm_normalize(vec3 v) {
*
* this is just convenient wrapper
*
* @param[in] vec source
* @param[in] v source
* @param[out] dest destination
*/
CGLM_INLINE

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@@ -332,9 +332,9 @@ CGLM_INLINE
float
glm_vec4_distance(vec4 v1, vec4 v2) {
return sqrtf(glm_pow2(v2[0] - v1[0])
+ glm_pow2(v2[1] - v1[1])
+ glm_pow2(v2[2] - v1[2])
+ glm_pow2(v2[3] - v1[3]));
+ glm_pow2(v2[1] - v1[1])
+ glm_pow2(v2[2] - v1[2])
+ glm_pow2(v2[3] - v1[3]));
}
/*!
@@ -347,25 +347,10 @@ glm_vec4_distance(vec4 v1, vec4 v2) {
CGLM_INLINE
void
glm_vec4_maxv(vec4 v1, vec4 v2, vec4 dest) {
if (v1[0] > v2[0])
dest[0] = v1[0];
else
dest[0] = v2[0];
if (v1[1] > v2[1])
dest[1] = v1[1];
else
dest[1] = v2[1];
if (v1[2] > v2[2])
dest[2] = v1[2];
else
dest[2] = v2[2];
if (v1[3] > v2[3])
dest[3] = v1[3];
else
dest[3] = v2[3];
dest[0] = glm_max(v1[0], v2[0]);
dest[1] = glm_max(v1[1], v2[1]);
dest[2] = glm_max(v1[2], v2[2]);
dest[3] = glm_max(v1[3], v2[3]);
}
/*!
@@ -378,25 +363,10 @@ glm_vec4_maxv(vec4 v1, vec4 v2, vec4 dest) {
CGLM_INLINE
void
glm_vec4_minv(vec4 v1, vec4 v2, vec4 dest) {
if (v1[0] < v2[0])
dest[0] = v1[0];
else
dest[0] = v2[0];
if (v1[1] < v2[1])
dest[1] = v1[1];
else
dest[1] = v2[1];
if (v1[2] < v2[2])
dest[2] = v1[2];
else
dest[2] = v2[2];
if (v1[3] < v2[3])
dest[3] = v1[3];
else
dest[3] = v2[3];
dest[0] = glm_min(v1[0], v2[0]);
dest[1] = glm_min(v1[1], v2[1]);
dest[2] = glm_min(v1[2], v2[2]);
dest[3] = glm_min(v1[3], v2[3]);
}
#endif /* cglm_vec4_h */

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@@ -52,7 +52,8 @@ cglm_HEADERS = include/cglm/version.h \
include/cglm/quat.h \
include/cglm/affine-mat.h \
include/cglm/plane.h \
include/cglm/frustum.h
include/cglm/frustum.h \
include/cglm/box.h
cglm_calldir=$(includedir)/cglm/call
cglm_call_HEADERS = include/cglm/call/mat4.h \
@@ -65,7 +66,8 @@ cglm_call_HEADERS = include/cglm/call/mat4.h \
include/cglm/call/quat.h \
include/cglm/call/euler.h \
include/cglm/call/plane.h \
include/cglm/call/frustum.h
include/cglm/call/frustum.h \
include/cglm/call/box.h
cglm_simddir=$(includedir)/cglm/simd
cglm_simd_HEADERS = include/cglm/simd/intrin.h
@@ -94,7 +96,8 @@ libcglm_la_SOURCES=\
src/mat3.c \
src/mat4.c \
src/plane.c \
src/frustum.c
src/frustum.c \
src/box.c
test_tests_SOURCES=\
test/src/test_common.c \

36
src/box.c Normal file
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@@ -0,0 +1,36 @@
/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#include "../include/cglm/cglm.h"
#include "../include/cglm/call.h"
CGLM_EXPORT
void
glmc_aabb_transform(vec3 box[2], mat4 m, vec3 dest[2]) {
glm_aabb_transform(box, m, dest);
}
CGLM_EXPORT
void
glmc_aabb_merge(vec3 box1[2], vec3 box2[2], vec3 dest[2]) {
glm_aabb_merge(box1, box2, dest);
}
CGLM_EXPORT
void
glmc_aabb_crop(vec3 box[2], vec3 cropBox[2], vec3 dest[2]) {
glm_aabb_crop(box, cropBox, dest);
}
CGLM_EXPORT
void
glmc_aabb_crop_until(vec3 box[2],
vec3 cropBox[2],
vec3 clampBox[2],
vec3 dest[2]) {
glm_aabb_crop_until(box, cropBox, clampBox, dest);
}

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@@ -20,6 +20,7 @@
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\src\affine.c" />
<ClCompile Include="..\src\box.c" />
<ClCompile Include="..\src\cam.c" />
<ClCompile Include="..\src\dllmain.c" />
<ClCompile Include="..\src\euler.c" />
@@ -35,8 +36,10 @@
<ItemGroup>
<ClInclude Include="..\include\cglm\affine-mat.h" />
<ClInclude Include="..\include\cglm\affine.h" />
<ClInclude Include="..\include\cglm\box.h" />
<ClInclude Include="..\include\cglm\call.h" />
<ClInclude Include="..\include\cglm\call\affine.h" />
<ClInclude Include="..\include\cglm\call\box.h" />
<ClInclude Include="..\include\cglm\call\cam.h" />
<ClInclude Include="..\include\cglm\call\euler.h" />
<ClInclude Include="..\include\cglm\call\frustum.h" />

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@@ -72,6 +72,9 @@
<ClCompile Include="..\src\plane.c">
<Filter>src</Filter>
</ClCompile>
<ClCompile Include="..\src\box.c">
<Filter>src</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\src\config.h">
@@ -194,5 +197,11 @@
<ClInclude Include="..\include\cglm\plane.h">
<Filter>include\cglm</Filter>
</ClInclude>
<ClInclude Include="..\include\cglm\call\box.h">
<Filter>include\cglm\call</Filter>
</ClInclude>
<ClInclude Include="..\include\cglm\box.h">
<Filter>include\cglm</Filter>
</ClInclude>
</ItemGroup>
</Project>