Files
MapLibreParticleLab/src/mbgl/util/bounding_volumes.cpp
2020-04-06 12:10:21 +03:00

283 lines
10 KiB
C++

#include <mbgl/util/bounding_volumes.hpp>
#include <algorithm>
#include <cassert>
#include <cmath>
namespace mbgl {
namespace {
vec3 toVec3(const vec4& v) {
return vec3{v[0], v[1], v[2]};
}
vec3 vec3Sub(const vec3& a, const vec3& b) {
return vec3{a[0] - b[0], a[1] - b[1], a[2] - b[2]};
}
vec3 vec3Scale(const vec3& a, double s) {
return vec3{a[0] * s, a[1] * s, a[2] * s};
}
vec3 vec3Cross(const vec3& a, const vec3& b) {
return vec3{a[1] * b[2] - a[2] * b[1], a[2] * b[0] - a[0] * b[2], a[0] * b[1] - a[1] * b[0]};
}
double vec3Dot(const vec3& a, const vec3& b) {
return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
}
double vec3LengthSq(const vec3& a) {
return vec3Dot(a, a);
}
double vec3Length(const vec3& a) {
return std::sqrt(vec3LengthSq(a));
}
vec3 vec3Normalize(const vec3& a) {
return vec3Scale(a, 1.0 / vec3Length(a));
}
double vec4Dot(const vec4& a, const vec4& b) {
return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3];
}
template <size_t N>
static Point<double> ProjectPointsToAxis(const std::array<vec3, N>& points, const vec3& origin, const vec3& axis) {
double min = std::numeric_limits<double>::max();
double max = -std::numeric_limits<double>::max();
for (const vec3& point : points) {
double projectedPoint = vec3Dot(vec3Sub(point, origin), axis);
min = std::min(projectedPoint, min);
max = std::max(projectedPoint, max);
}
return {min, max};
}
} // namespace
namespace util {
AABB::AABB() : min({0, 0, 0}), max({0, 0, 0}) {}
AABB::AABB(const vec3& min_, const vec3& max_) : min(min_), max(max_) {}
vec3 AABB::closestPoint(const vec3& point) const {
return {std::max(std::min(max[0], point[0]), min[0]),
std::max(std::min(max[1], point[1]), min[1]),
std::max(std::min(max[2], point[2]), min[2])};
}
vec3 AABB::distanceXYZ(const vec3& point) const {
vec3 vec = vec3Sub(closestPoint(point), point);
vec[0] = std::abs(vec[0]);
vec[1] = std::abs(vec[1]);
vec[2] = std::abs(vec[2]);
return vec;
}
AABB AABB::quadrant(int idx) const {
assert(idx >= 0 && idx < 4);
vec3 quadrantMin = min;
vec3 quadrantMax = max;
const double xCenter = 0.5 * (max[0] + min[0]);
const double yCenter = 0.5 * (max[1] + min[1]);
// This aabb is split into 4 quadrants. For each axis define in which side of the split "idx" is
// The result for indices 0, 1, 2, 3 is: { 0, 0 }, { 1, 0 }, { 0, 1 }, { 1, 1 }
const std::array<int, 4> xSplit = {0, 1, 0, 1};
const std::array<int, 4> ySplit = {0, 0, 1, 1};
quadrantMin[0] = xSplit[idx] ? xCenter : quadrantMin[0];
quadrantMax[0] = xSplit[idx] ? quadrantMax[0] : xCenter;
quadrantMin[1] = ySplit[idx] ? yCenter : quadrantMin[1];
quadrantMax[1] = ySplit[idx] ? quadrantMax[1] : yCenter;
return {quadrantMin, quadrantMax};
}
bool AABB::intersects(const AABB& aabb) const {
if (min[0] > aabb.max[0] || aabb.min[0] > max[0]) return false;
if (min[1] > aabb.max[1] || aabb.min[1] > max[1]) return false;
if (min[2] > aabb.max[2] || aabb.min[2] > max[2]) return false;
return true;
}
bool AABB::operator==(const AABB& aabb) const {
return min == aabb.min && max == aabb.max;
}
bool AABB::operator!=(const AABB& aabb) const {
return !(*this == aabb);
}
// Named index values for frustum::points array
enum {
near_tl = 0,
near_tr = 1,
near_br = 2,
near_bl = 3,
far_tl = 4,
far_tr = 5,
far_br = 6,
far_bl = 7,
};
Frustum::Frustum(const std::array<vec3, 8>& points_, const std::array<vec4, 6>& planes_)
: points(points_), planes(planes_) {
const Point<double> xBounds = ProjectPointsToAxis(points, {0, 0, 0}, {1, 0, 0});
const Point<double> yBounds = ProjectPointsToAxis(points, {0, 0, 0}, {0, 1, 0});
const Point<double> zBounds = ProjectPointsToAxis(points, {0, 0, 0}, {0, 0, 1});
bounds = AABB({xBounds.x, yBounds.x, zBounds.x}, {xBounds.y, yBounds.y, zBounds.y});
// Precompute a set of separating axis candidates for precise intersection tests.
// Remaining axes not covered in basic intersection tests are: axis[] = (edges of aabb) x (edges of frustum)
std::array<vec3, 6> frustumEdges = {vec3Sub(points[near_br], points[near_bl]),
vec3Sub(points[near_tl], points[near_bl]),
vec3Sub(points[far_tl], points[near_tl]),
vec3Sub(points[far_tr], points[near_tr]),
vec3Sub(points[far_br], points[near_br]),
vec3Sub(points[far_bl], points[near_bl])};
for (size_t i = 0; i < frustumEdges.size(); i++) {
// Cross product [1, 0, 0] x [a, b, c] == [0, -c, b]
// Cross product [0, 1, 0] x [a, b, c] == [c, 0, -a]
const vec3 axis0 = {0.0, -frustumEdges[i][2], frustumEdges[i][1]};
const vec3 axis1 = {frustumEdges[i][2], 0.0, -frustumEdges[i][0]};
projections[i * 2] = {axis0, ProjectPointsToAxis(points, points[0], axis0)};
projections[i * 2 + 1] = {axis1, ProjectPointsToAxis(points, points[0], axis1)};
}
}
Frustum Frustum::fromInvProjMatrix(const mat4& invProj, double worldSize, double zoom, bool flippedY) {
// Define frustum corner points in normalized clip space
std::array<vec4, 8> cornerCoords = {vec4{-1.0, 1.0, -1.0, 1.0},
vec4{1.0, 1.0, -1.0, 1.0},
vec4{1.0, -1.0, -1.0, 1.0},
vec4{-1.0, -1.0, -1.0, 1.0},
vec4{-1.0, 1.0, 1.0, 1.0},
vec4{1.0, 1.0, 1.0, 1.0},
vec4{1.0, -1.0, 1.0, 1.0},
vec4{-1.0, -1.0, 1.0, 1.0}};
const double scale = std::pow(2.0, zoom);
// Transform points to tile space
for (auto& coord : cornerCoords) {
matrix::transformMat4(coord, coord, invProj);
for (auto& component : coord) component *= 1.0 / coord[3] / worldSize * scale;
}
std::array<vec3i, 6> frustumPlanePointIndices = {
vec3i{near_bl, near_br, far_br}, // bottom
vec3i{near_tl, near_bl, far_bl}, // left
vec3i{near_br, near_tr, far_tr}, // right
vec3i{near_tl, far_tl, far_tr}, // top
vec3i{near_tl, near_tr, near_br}, // near
vec3i{far_br, far_tr, far_tl} // far
};
if (flippedY) {
std::for_each(frustumPlanePointIndices.begin(), frustumPlanePointIndices.end(), [](vec3i& tri) {
std::swap(tri[1], tri[2]);
});
}
std::array<vec4, 6> frustumPlanes;
for (std::size_t i = 0; i < frustumPlanePointIndices.size(); i++) {
const vec3i indices = frustumPlanePointIndices[i];
// Compute plane equation using 3 points on the plane
const vec3 p0 = toVec3(cornerCoords[indices[0]]);
const vec3 p1 = toVec3(cornerCoords[indices[1]]);
const vec3 p2 = toVec3(cornerCoords[indices[2]]);
const vec3 a = vec3Sub(p0, p1);
const vec3 b = vec3Sub(p2, p1);
const vec3 n = vec3Normalize(vec3Cross(a, b));
frustumPlanes[i] = {n[0], n[1], n[2], -vec3Dot(n, p1)};
}
std::array<vec3, 8> frustumPoints;
for (size_t i = 0; i < cornerCoords.size(); i++) frustumPoints[i] = toVec3(cornerCoords[i]);
return {frustumPoints, frustumPlanes};
}
IntersectionResult Frustum::intersects(const AABB& aabb) const {
// Execute separating axis test between two convex objects to find intersections
// Each frustum plane together with 3 major axes define the separating axes
// This implementation is conservative as it's not checking all possible axes.
// False positive rate is ~0.5% of all cases (see intersectsPrecise).
// Note: test only 4 points as both min and max points have zero elevation
assert(aabb.min[2] == 0.0 && aabb.max[2] == 0.0);
if (!bounds.intersects(aabb)) return IntersectionResult::Separate;
const std::array<vec4, 4> aabbPoints = {
vec4{aabb.min[0], aabb.min[1], 0.0, 1.0},
vec4{aabb.max[0], aabb.min[1], 0.0, 1.0},
vec4{aabb.max[0], aabb.max[1], 0.0, 1.0},
vec4{aabb.min[0], aabb.max[1], 0.0, 1.0},
};
bool fullyInside = true;
for (const vec4& plane : planes) {
size_t pointsInside = 0;
pointsInside += vec4Dot(plane, aabbPoints[0]) >= 0.0;
pointsInside += vec4Dot(plane, aabbPoints[1]) >= 0.0;
pointsInside += vec4Dot(plane, aabbPoints[2]) >= 0.0;
pointsInside += vec4Dot(plane, aabbPoints[3]) >= 0.0;
if (!pointsInside) {
// Separating axis found, no intersection
return IntersectionResult::Separate;
}
if (pointsInside != aabbPoints.size()) fullyInside = false;
}
return fullyInside ? IntersectionResult::Contains : IntersectionResult::Intersects;
}
IntersectionResult Frustum::intersectsPrecise(const AABB& aabb, bool edgeCasesOnly) const {
if (!edgeCasesOnly) {
IntersectionResult result = intersects(aabb);
if (result == IntersectionResult::Separate) return result;
}
const std::array<vec3, 4> aabbPoints = {vec3{aabb.min[0], aabb.min[1], 0.0},
vec3{aabb.max[0], aabb.min[1], 0.0},
vec3{aabb.max[0], aabb.max[1], 0.0},
vec3{aabb.min[0], aabb.max[1], 0.0}};
// For a precise SAT-test all edge cases needs to be covered
// Projections of the frustum on separating axis candidates have been precomputed already
for (const Projection& proj : projections) {
Point<double> projectedAabb = ProjectPointsToAxis(aabbPoints, points[0], proj.axis);
const Point<double>& projectedFrustum = proj.projection;
if (projectedFrustum.y < projectedAabb.x || projectedFrustum.x > projectedAabb.y) {
return IntersectionResult::Separate;
}
}
return IntersectionResult::Intersects;
}
} // namespace util
} // namespace mbgl