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#ifndef QSSG_RENDER_CLIPPING_PLANE_H
#define QSSG_RENDER_CLIPPING_PLANE_H
//
// W A R N I N G
// -------------
//
// This file is not part of the Qt API. It exists purely as an
// implementation detail. This header file may change from version to
// version without notice, or even be removed.
//
// We mean it.
//
#include <QtQuick3DUtils/private/qssgplane_p.h>
#include <QtQuick3DUtils/private/qssgbounds3_p.h>
QT_BEGIN_NAMESPACE
enum class BoxEdgeFlagValues
{
None = 0,
xMax = 1,
yMax = 1 << 1,
zMax = 1 << 2,
};
Q_DECLARE_FLAGS(QSSGRenderBoxEdge, BoxEdgeFlagValues)
Q_DECLARE_OPERATORS_FOR_FLAGS(QSSGRenderBoxEdge)
struct QSSGClipPlane
{
// For an intesection test, we only need two points of the bounding box.
// There will be a point nearest to the plane, and a point furthest from the plane.
// We can derive these points from the plane normal equation.
struct BoxEdge
{
QSSGRenderBoxEdge lowerEdge;
QSSGRenderBoxEdge upperEdge;
};
QVector3D normal;
float d;
BoxEdge mEdges;
// For intersection tests, we only need to know if the numerator is greater than, equal to,
// or less than zero.
inline float distance(const QVector3D &pt) const { return QVector3D::dotProduct(normal, pt) + d; }
// Only works if p0 is above the line and p1 is below the plane.
inline QVector3D intersectWithLine(const QVector3D &p0, const QVector3D &p1) const
{
QVector3D dir = p1 - p0;
QVector3D pointOnPlane = normal * (-d);
#ifdef _DEBUG
float distanceOfPoint = distance(pointOnPlane);
Q_ASSERT(qAbs(distanceOfPoint) < 0.0001f);
#endif
float numerator = QVector3D::dotProduct(pointOnPlane - p0, normal);
float denominator = QVector3D::dotProduct(dir, normal);
Q_ASSERT(qAbs(denominator) > .0001f);
float t = (numerator / denominator);
QVector3D retval = p0 + dir * t;
#ifdef _DEBUG
float retvalDistance = distance(retval);
Q_ASSERT(qAbs(retvalDistance) < .0001f);
#endif
return retval;
}
static inline QVector3D corner(const QSSGBounds3 &bounds, QSSGRenderBoxEdge edge)
{
return QVector3D((edge & BoxEdgeFlagValues::xMax) ? bounds.maximum[0] : bounds.minimum[0],
(edge & BoxEdgeFlagValues::yMax) ? bounds.maximum[1] : bounds.minimum[1],
(edge & BoxEdgeFlagValues::zMax) ? bounds.maximum[2] : bounds.minimum[2]);
}
// dividing the distance numerator
// I got this code from osg, but it is in graphics gems
// as well.
/** intersection test between plane and bounding sphere.
return 1 if the bs is completely above plane,
return 0 if the bs intersects the plane,
return -1 if the bs is completely below the plane.*/
inline int intersect(const QSSGBounds3 &bounds) const
{
// if lowest point above plane than all above.
if (distance(corner(bounds, mEdges.lowerEdge)) > 0.0f)
return 1;
// if highest point is below plane then all below.
if (distance(corner(bounds, mEdges.upperEdge)) < 0.0f)
return -1;
// d_lower<=0.0f && d_upper>=0.0f
// therefore must be crossing plane.
return 0;
}
inline void calculateBBoxEdges()
{
mEdges.upperEdge = QSSGRenderBoxEdge(static_cast<quint8>((normal[0] >= 0.0f ? BoxEdgeFlagValues::xMax : BoxEdgeFlagValues::None)
| (normal[1] >= 0.0f ? BoxEdgeFlagValues::yMax : BoxEdgeFlagValues::None)
| (normal[2] >= 0.0f ? BoxEdgeFlagValues::zMax : BoxEdgeFlagValues::None)));
mEdges.lowerEdge = QSSGRenderBoxEdge((~(quint8(mEdges.upperEdge))) & 7);
}
};
struct QSSGClippingFrustum
{
QSSGClipPlane mPlanes[6];
QSSGClippingFrustum() = default;
QSSGClippingFrustum(const QMatrix4x4 &modelviewprojection, const QSSGClipPlane &nearPlane);
bool intersectsWith(const QSSGBounds3 &bounds) const
{
for (quint32 idx = 0; idx < 6; ++idx) {
if (mPlanes[idx].intersect(bounds) < 0)
return false;
}
return true;
}
bool intersectsWith(const QVector3D &point, float radius = 0.0f) const
{
for (quint32 idx = 0; idx < 6; ++idx) {
if (mPlanes[idx].distance(point) < radius)
return false;
}
return true;
}
};
QT_END_NAMESPACE
#endif