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Root/src/BoundingFrustum.cs

#region License
/* FNA - XNA4 Reimplementation for Desktop Platforms
 * Copyright 2009-2016 Ethan Lee and the MonoGame Team
 *
 * Released under the Microsoft Public License.
 * See LICENSE for details.
 */
 
/* Derived from code by the Mono.Xna Team (Copyright 2006).
 * Released under the MIT License. See monoxna.LICENSE for details.
 */
#endregion
 
#region Using Statements
using System;
using System.Diagnostics;
using System.Text;
#endregion
 
namespace Microsoft.Xna.Framework
{
    /// <summary>
    /// Defines a viewing frustum for intersection operations.
    /// </summary>
    [DebuggerDisplay("{DebugDisplayString,nq}")]
    public class BoundingFrustum : IEquatable<BoundingFrustum>
    {
        #region Public Properties
 
        /// <summary>
        /// Gets or sets the <see cref="Matrix"/> of the frustum.
        /// </summary>
        public Matrix Matrix
        {
            get
            {
                return this.matrix;
            }
            set
            {
                /* FIXME: The odds are the planes will be used a lot more often than
                 * the matrix is updated, so this should help performance. I hope. ;)
                 */
                this.matrix = value;
                this.CreatePlanes();
                this.CreateCorners();
            }
        }
 
        /// <summary>
        /// Gets the near plane of the frustum.
        /// </summary>
        public Plane Near
        {
            get
            {
                return this.planes[0];
            }
        }
 
        /// <summary>
        /// Gets the far plane of the frustum.
        /// </summary>
        public Plane Far
        {
            get
            {
                return this.planes[1];
            }
        }
 
        /// <summary>
        /// Gets the left plane of the frustum.
        /// </summary>
        public Plane Left
        {
            get
            {
                return this.planes[2];
            }
        }
 
        /// <summary>
        /// Gets the right plane of the frustum.
        /// </summary>
        public Plane Right
        {
            get
            {
                return this.planes[3];
            }
        }
 
        /// <summary>
        /// Gets the top plane of the frustum.
        /// </summary>
        public Plane Top
        {
            get
            {
                return this.planes[4];
            }
        }
 
        /// <summary>
        /// Gets the bottom plane of the frustum.
        /// </summary>
        public Plane Bottom
        {
            get
            {
                return this.planes[5];
            }
        }
 
        #endregion
 
        #region Internal Properties
 
        internal string DebugDisplayString
        {
            get
            {
                return string.Concat(
                    "Near( ", planes[0].DebugDisplayString, " ) \r\n",
                    "Far( ", planes[1].DebugDisplayString, " ) \r\n",
                    "Left( ", planes[2].DebugDisplayString, " ) \r\n",
                    "Right( ", planes[3].DebugDisplayString, " ) \r\n",
                    "Top( ", planes[4].DebugDisplayString, " ) \r\n",
                    "Bottom( ", planes[5].DebugDisplayString, " ) "
                );
            }
        }
 
        #endregion
 
        #region Public Fields
 
        /// <summary>
        /// The number of corner points in the frustum.
        /// </summary>
        public const int CornerCount = 8;
 
        #endregion
 
        #region Private Fields
 
        private Matrix matrix;
        private readonly Vector3[] corners = new Vector3[CornerCount];
        private readonly Plane[] planes = new Plane[PlaneCount];
 
        /// <summary>
        /// The number of planes in the frustum.
        /// </summary>
        private const int PlaneCount = 6;
 
        #endregion
 
        #region Public Constructors
 
        /// <summary>
        /// Constructs the frustum by extracting the view planes from a matrix.
        /// </summary>
        /// <param name="value">Combined matrix which usually is (View * Projection).</param>
        public BoundingFrustum(Matrix value)
        {
            this.matrix = value;
            this.CreatePlanes();
            this.CreateCorners();
        }
 
        #endregion
 
        #region Public Methods
 
        /// <summary>
        /// Containment test between this <see cref="BoundingFrustum"/> and specified <see cref="BoundingFrustum"/>.
        /// </summary>
        /// <param name="frustum">A <see cref="BoundingFrustum"/> for testing.</param>
        /// <returns>Result of testing for containment between this <see cref="BoundingFrustum"/> and specified <see cref="BoundingFrustum"/>.</returns>
        public ContainmentType Contains(BoundingFrustum frustum)
        {
            if (this == frustum)
            {
                return ContainmentType.Contains;
            }
            bool intersects = false;
            for (int i = 0; i < PlaneCount; i += 1)
            {
                PlaneIntersectionType planeIntersectionType;
                frustum.Intersects(ref planes[i], out planeIntersectionType);
                if (planeIntersectionType == PlaneIntersectionType.Front)
                {
                    return ContainmentType.Disjoint;
                }
                else if (planeIntersectionType == PlaneIntersectionType.Intersecting)
                {
                    intersects = true;
                }
            }
            return intersects ? ContainmentType.Intersects : ContainmentType.Contains;
        }
 
        /// <summary>
        /// Containment test between this <see cref="BoundingFrustum"/> and specified <see cref="BoundingBox"/>.
        /// </summary>
        /// <param name="box">A <see cref="BoundingBox"/> for testing.</param>
        /// <returns>Result of testing for containment between this <see cref="BoundingFrustum"/> and specified <see cref="BoundingBox"/>.</returns>
        public ContainmentType Contains(BoundingBox box)
        {
            ContainmentType result = default(ContainmentType);
            this.Contains(ref box, out result);
            return result;
        }
 
        /// <summary>
        /// Containment test between this <see cref="BoundingFrustum"/> and specified <see cref="BoundingBox"/>.
        /// </summary>
        /// <param name="box">A <see cref="BoundingBox"/> for testing.</param>
        /// <param name="result">Result of testing for containment between this <see cref="BoundingFrustum"/> and specified <see cref="BoundingBox"/> as an output parameter.</param>
        public void Contains(ref BoundingBox box, out ContainmentType result)
        {
            bool intersects = false;
            for (int i = 0; i < PlaneCount; i += 1)
            {
                PlaneIntersectionType planeIntersectionType = default(PlaneIntersectionType);
                box.Intersects(ref this.planes[i], out planeIntersectionType);
                switch (planeIntersectionType)
                {
                case PlaneIntersectionType.Front:
                    result = ContainmentType.Disjoint;
                    return;
                case PlaneIntersectionType.Intersecting:
                    intersects = true;
                    break;
                }
            }
            result = intersects ? ContainmentType.Intersects : ContainmentType.Contains;
        }
 
        /// <summary>
        /// Containment test between this <see cref="BoundingFrustum"/> and specified <see cref="BoundingSphere"/>.
        /// </summary>
        /// <param name="sphere">A <see cref="BoundingSphere"/> for testing.</param>
        /// <returns>Result of testing for containment between this <see cref="BoundingFrustum"/> and specified <see cref="BoundingSphere"/>.</returns>
        public ContainmentType Contains(BoundingSphere sphere)
        {
            ContainmentType result = default(ContainmentType);
            this.Contains(ref sphere, out result);
            return result;
        }
 
        /// <summary>
        /// Containment test between this <see cref="BoundingFrustum"/> and specified <see cref="BoundingSphere"/>.
        /// </summary>
        /// <param name="sphere">A <see cref="BoundingSphere"/> for testing.</param>
        /// <param name="result">Result of testing for containment between this <see cref="BoundingFrustum"/> and specified <see cref="BoundingSphere"/> as an output parameter.</param>
        public void Contains(ref BoundingSphere sphere, out ContainmentType result)
        {
            bool intersects = false;
            for (int i = 0; i < PlaneCount; i += 1)
            {
                PlaneIntersectionType planeIntersectionType = default(PlaneIntersectionType);
 
                // TODO: We might want to inline this for performance reasons.
                sphere.Intersects(ref this.planes[i], out planeIntersectionType);
                switch (planeIntersectionType)
                {
                case PlaneIntersectionType.Front:
                    result = ContainmentType.Disjoint;
                    return;
                case PlaneIntersectionType.Intersecting:
                    intersects = true;
                    break;
                }
            }
            result = intersects ? ContainmentType.Intersects : ContainmentType.Contains;
        }
 
        /// <summary>
        /// Containment test between this <see cref="BoundingFrustum"/> and specified <see cref="Vector3"/>.
        /// </summary>
        /// <param name="point">A <see cref="Vector3"/> for testing.</param>
        /// <returns>Result of testing for containment between this <see cref="BoundingFrustum"/> and specified <see cref="Vector3"/>.</returns>
        public ContainmentType Contains(Vector3 point)
        {
            ContainmentType result = default(ContainmentType);
            this.Contains(ref point, out result);
            return result;
        }
 
        /// <summary>
        /// Containment test between this <see cref="BoundingFrustum"/> and specified <see cref="Vector3"/>.
        /// </summary>
        /// <param name="point">A <see cref="Vector3"/> for testing.</param>
        /// <param name="result">Result of testing for containment between this <see cref="BoundingFrustum"/> and specified <see cref="Vector3"/> as an output parameter.</param>
        public void Contains(ref Vector3 point, out ContainmentType result)
        {
            bool intersects = false;
            for (int i = 0; i < PlaneCount; i += 1)
            {
                float classifyPoint = (
                    (point.X * planes[i].Normal.X) +
                    (point.Y * planes[i].Normal.Y) +
                    (point.Z * planes[i].Normal.Z) +
                    planes[i].D
                );
                if (classifyPoint > 0)
                {
                    result = ContainmentType.Disjoint;
                    return;
                }
                else if (classifyPoint == 0)
                {
                    intersects = true;
                    break;
                }
            }
            result = intersects ? ContainmentType.Intersects : ContainmentType.Contains;
        }
 
        /// <summary>
        /// Returns a copy of internal corners array.
        /// </summary>
        /// <returns>The array of corners.</returns>
        public Vector3[] GetCorners()
        {
            return (Vector3[]) this.corners.Clone();
        }
 
        /// <summary>
        /// Returns a copy of internal corners array.
        /// </summary>
        /// <param name="corners">The array which values will be replaced to corner values of this instance. It must have size of <see cref="BoundingFrustum.CornerCount"/>.</param>
        public void GetCorners(Vector3[] corners)
        {
            if (corners == null)
            {
                throw new ArgumentNullException("corners");
            }
            if (corners.Length < CornerCount)
            {
                throw new ArgumentOutOfRangeException("corners");
            }
 
            this.corners.CopyTo(corners, 0);
        }
 
        /// <summary>
        /// Gets whether or not a specified <see cref="BoundingFrustum"/> intersects with this <see cref="BoundingFrustum"/>.
        /// </summary>
        /// <param name="frustum">An other <see cref="BoundingFrustum"/> for intersection test.</param>
        /// <returns><c>true</c> if other <see cref="BoundingFrustum"/> intersects with this <see cref="BoundingFrustum"/>; <c>false</c> otherwise.</returns>
        public bool Intersects(BoundingFrustum frustum)
        {
            return (Contains(frustum) != ContainmentType.Disjoint);
        }
 
        /// <summary>
        /// Gets whether or not a specified <see cref="BoundingBox"/> intersects with this <see cref="BoundingFrustum"/>.
        /// </summary>
        /// <param name="box">A <see cref="BoundingBox"/> for intersection test.</param>
        /// <returns><c>true</c> if specified <see cref="BoundingBox"/> intersects with this <see cref="BoundingFrustum"/>; <c>false</c> otherwise.</returns>
        public bool Intersects(BoundingBox box)
        {
            bool result = false;
            this.Intersects(ref box, out result);
            return result;
        }
 
        /// <summary>
        /// Gets whether or not a specified <see cref="BoundingBox"/> intersects with this <see cref="BoundingFrustum"/>.
        /// </summary>
        /// <param name="box">A <see cref="BoundingBox"/> for intersection test.</param>
        /// <param name="result"><c>true</c> if specified <see cref="BoundingBox"/> intersects with this <see cref="BoundingFrustum"/>; <c>false</c> otherwise as an output parameter.</param>
        public void Intersects(ref BoundingBox box, out bool result)
        {
            ContainmentType containment = default(ContainmentType);
            this.Contains(ref box, out containment);
            result = containment != ContainmentType.Disjoint;
        }
 
        /// <summary>
        /// Gets whether or not a specified <see cref="BoundingSphere"/> intersects with this <see cref="BoundingFrustum"/>.
        /// </summary>
        /// <param name="sphere">A <see cref="BoundingSphere"/> for intersection test.</param>
        /// <returns><c>true</c> if specified <see cref="BoundingSphere"/> intersects with this <see cref="BoundingFrustum"/>; <c>false</c> otherwise.</returns>
        public bool Intersects(BoundingSphere sphere)
        {
            bool result = default(bool);
            this.Intersects(ref sphere, out result);
            return result;
        }
 
        /// <summary>
        /// Gets whether or not a specified <see cref="BoundingSphere"/> intersects with this <see cref="BoundingFrustum"/>.
        /// </summary>
        /// <param name="sphere">A <see cref="BoundingSphere"/> for intersection test.</param>
        /// <param name="result"><c>true</c> if specified <see cref="BoundingSphere"/> intersects with this <see cref="BoundingFrustum"/>; <c>false</c> otherwise as an output parameter.</param>
        public void Intersects(ref BoundingSphere sphere, out bool result)
        {
            ContainmentType containment = default(ContainmentType);
            this.Contains(ref sphere, out containment);
            result = containment != ContainmentType.Disjoint;
        }
 
        /// <summary>
        /// Gets type of intersection between specified <see cref="Plane"/> and this <see cref="BoundingFrustum"/>.
        /// </summary>
        /// <param name="plane">A <see cref="Plane"/> for intersection test.</param>
        /// <returns>A plane intersection type.</returns>
        public PlaneIntersectionType Intersects(Plane plane)
        {
            PlaneIntersectionType result;
            Intersects(ref plane, out result);
            return result;
        }
 
        /// <summary>
        /// Gets type of intersection between specified <see cref="Plane"/> and this <see cref="BoundingFrustum"/>.
        /// </summary>
        /// <param name="plane">A <see cref="Plane"/> for intersection test.</param>
        /// <param name="result">A plane intersection type as an output parameter.</param>
        public void Intersects(ref Plane plane, out PlaneIntersectionType result)
        {
            result = plane.Intersects(ref corners[0]);
            for (int i = 1; i < corners.Length; i += 1)
            {
                if (plane.Intersects(ref corners[i]) != result)
                {
                    result = PlaneIntersectionType.Intersecting;
                }
            }
        }
 
        /// <summary>
        /// Gets the distance of intersection of <see cref="Ray"/> and this <see cref="BoundingFrustum"/> or null if no intersection happens.
        /// </summary>
        /// <param name="ray">A <see cref="Ray"/> for intersection test.</param>
        /// <returns>Distance at which ray intersects with this <see cref="BoundingFrustum"/> or null if no intersection happens.</returns>
        public float? Intersects(Ray ray)
        {
            float? result;
            Intersects(ref ray, out result);
            return result;
        }
 
        /// <summary>
        /// Gets the distance of intersection of <see cref="Ray"/> and this <see cref="BoundingFrustum"/> or null if no intersection happens.
        /// </summary>
        /// <param name="ray">A <see cref="Ray"/> for intersection test.</param>
        /// <param name="result">Distance at which ray intersects with this <see cref="BoundingFrustum"/> or null if no intersection happens as an output parameter.</param>
        public void Intersects(ref Ray ray, out float? result)
        {
            ContainmentType ctype;
            Contains(ref ray.Position, out ctype);
 
            if (ctype == ContainmentType.Disjoint)
            {
                result = null;
                return;
            }
            if (ctype == ContainmentType.Contains)
            {
                result = 0.0f;
                return;
            }
            if (ctype != ContainmentType.Intersects)
            {
                throw new ArgumentOutOfRangeException("ctype");
            }
 
            throw new NotImplementedException();
        }
 
        #endregion
 
        #region Private Methods
 
        private void CreateCorners()
        {
            IntersectionPoint(
                ref this.planes[0],
                ref this.planes[2],
                ref this.planes[4],
                out this.corners[0]
            );
            IntersectionPoint(
                ref this.planes[0],
                ref this.planes[3],
                ref this.planes[4],
                out this.corners[1]
            );
            IntersectionPoint(
                ref this.planes[0],
                ref this.planes[3],
                ref this.planes[5],
                out this.corners[2]
            );
            IntersectionPoint(
                ref this.planes[0],
                ref this.planes[2],
                ref this.planes[5],
                out this.corners[3]
            );
            IntersectionPoint(
                ref this.planes[1],
                ref this.planes[2],
                ref this.planes[4],
                out this.corners[4]
            );
            IntersectionPoint(
                ref this.planes[1],
                ref this.planes[3],
                ref this.planes[4],
                out this.corners[5]
            );
            IntersectionPoint(
                ref this.planes[1],
                ref this.planes[3],
                ref this.planes[5],
                out this.corners[6]
            );
            IntersectionPoint(
                ref this.planes[1],
                ref this.planes[2],
                ref this.planes[5],
                out this.corners[7]
            );
        }
 
        private void CreatePlanes()
        {
            this.planes[0] = new Plane(
                -this.matrix.M13,
                -this.matrix.M23,
                -this.matrix.M33,
                -this.matrix.M43
            );
            this.planes[1] = new Plane(
                this.matrix.M13 - this.matrix.M14,
                this.matrix.M23 - this.matrix.M24,
                this.matrix.M33 - this.matrix.M34,
                this.matrix.M43 - this.matrix.M44
            );
            this.planes[2] = new Plane(
                -this.matrix.M14 - this.matrix.M11,
                -this.matrix.M24 - this.matrix.M21,
                -this.matrix.M34 - this.matrix.M31,
                -this.matrix.M44 - this.matrix.M41
            );
            this.planes[3] = new Plane(
                this.matrix.M11 - this.matrix.M14,
                this.matrix.M21 - this.matrix.M24,
                this.matrix.M31 - this.matrix.M34,
                this.matrix.M41 - this.matrix.M44
            );
            this.planes[4] = new Plane(
                this.matrix.M12 - this.matrix.M14,
                this.matrix.M22 - this.matrix.M24,
                this.matrix.M32 - this.matrix.M34,
                this.matrix.M42 - this.matrix.M44
            );
            this.planes[5] = new Plane(
                -this.matrix.M14 - this.matrix.M12,
                -this.matrix.M24 - this.matrix.M22,
                -this.matrix.M34 - this.matrix.M32,
                -this.matrix.M44 - this.matrix.M42
            );
 
            this.NormalizePlane(ref this.planes[0]);
            this.NormalizePlane(ref this.planes[1]);
            this.NormalizePlane(ref this.planes[2]);
            this.NormalizePlane(ref this.planes[3]);
            this.NormalizePlane(ref this.planes[4]);
            this.NormalizePlane(ref this.planes[5]);
        }
 
        private void NormalizePlane(ref Plane p)
        {
            float factor = 1f / p.Normal.Length();
            p.Normal.X *= factor;
            p.Normal.Y *= factor;
            p.Normal.Z *= factor;
            p.D *= factor;
        }
 
        #endregion
 
        #region Private Static Methods
 
        private static void IntersectionPoint(
            ref Plane a,
            ref Plane b,
            ref Plane c,
            out Vector3 result
        ) {
            /* Formula used
             *                d1 ( N2 * N3 ) + d2 ( N3 * N1 ) + d3 ( N1 * N2 )
             * P =   -------------------------------------------------------------------
             *                             N1 . ( N2 * N3 )
             *
             * Note: N refers to the normal, d refers to the displacement. '.' means dot
             * product. '*' means cross product
             */
 
            Vector3 v1, v2, v3;
            Vector3 cross;
 
            Vector3.Cross(ref b.Normal, ref c.Normal, out cross);
 
            float f;
            Vector3.Dot(ref a.Normal, ref cross, out f);
            f *= -1.0f;
 
            Vector3.Cross(ref b.Normal, ref c.Normal, out cross);
            Vector3.Multiply(ref cross, a.D, out v1);
            // v1 = (a.D * (Vector3.Cross(b.Normal, c.Normal)));
 
 
            Vector3.Cross(ref c.Normal, ref a.Normal, out cross);
            Vector3.Multiply(ref cross, b.D, out v2);
            // v2 = (b.D * (Vector3.Cross(c.Normal, a.Normal)));
 
 
            Vector3.Cross(ref a.Normal, ref b.Normal, out cross);
            Vector3.Multiply(ref cross, c.D, out v3);
            // v3 = (c.D * (Vector3.Cross(a.Normal, b.Normal)));
 
            result.X = (v1.X + v2.X + v3.X) / f;
            result.Y = (v1.Y + v2.Y + v3.Y) / f;
            result.Z = (v1.Z + v2.Z + v3.Z) / f;
        }
 
        #endregion
 
        #region Public Static Operators and Override Methods
 
        /// <summary>
        /// Compares whether two <see cref="BoundingFrustum"/> instances are equal.
        /// </summary>
        /// <param name="a"><see cref="BoundingFrustum"/> instance on the left of the equal sign.</param>
        /// <param name="b"><see cref="BoundingFrustum"/> instance on the right of the equal sign.</param>
        /// <returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
        public static bool operator ==(BoundingFrustum a, BoundingFrustum b)
        {
            if (object.Equals(a, null))
            {
                return (object.Equals(b, null));
            }
 
            if (object.Equals(b, null))
            {
                return (object.Equals(a, null));
            }
 
            return a.matrix == (b.matrix);
        }
 
        /// <summary>
        /// Compares whether two <see cref="BoundingFrustum"/> instances are not equal.
        /// </summary>
        /// <param name="a"><see cref="BoundingFrustum"/> instance on the left of the not equal sign.</param>
        /// <param name="b"><see cref="BoundingFrustum"/> instance on the right of the not equal sign.</param>
        /// <returns><c>true</c> if the instances are not equal; <c>false</c> otherwise.</returns>
        public static bool operator !=(BoundingFrustum a, BoundingFrustum b)
        {
            return !(a == b);
        }
 
        /// <summary>
        /// Compares whether current instance is equal to specified <see cref="BoundingFrustum"/>.
        /// </summary>
        /// <param name="other">The <see cref="BoundingFrustum"/> to compare.</param>
        /// <returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
        public bool Equals(BoundingFrustum other)
        {
            return (this == other);
        }
 
        /// <summary>
        /// Compares whether current instance is equal to specified <see cref="BoundingFrustum"/>.
        /// </summary>
        /// <param name="obj">The <see cref="Object"/> to compare.</param>
        /// <returns><c>true</c> if the instances are equal; <c>false</c> otherwise.</returns>
        public override bool Equals(object obj)
        {
            BoundingFrustum f = obj as BoundingFrustum;
            return (object.Equals(f, null)) ? false : (this == f);
        }
 
        /// <summary>
        /// Returns a <see cref="String"/> representation of this <see cref="BoundingFrustum"/> in the format:
        /// {Near:[nearPlane] Far:[farPlane] Left:[leftPlane] Right:[rightPlane] Top:[topPlane] Bottom:[bottomPlane]}
        /// </summary>
        /// <returns><see cref="String"/> representation of this <see cref="BoundingFrustum"/>.</returns>
        public override string ToString()
        {
            StringBuilder sb = new StringBuilder(256);
            sb.Append("{Near:");
            sb.Append(this.planes[0].ToString());
            sb.Append(" Far:");
            sb.Append(this.planes[1].ToString());
            sb.Append(" Left:");
            sb.Append(this.planes[2].ToString());
            sb.Append(" Right:");
            sb.Append(this.planes[3].ToString());
            sb.Append(" Top:");
            sb.Append(this.planes[4].ToString());
            sb.Append(" Bottom:");
            sb.Append(this.planes[5].ToString());
            sb.Append("}");
            return sb.ToString();
        }
 
        /// <summary>
        /// Gets the hash code of this <see cref="BoundingFrustum"/>.
        /// </summary>
        /// <returns>Hash code of this <see cref="BoundingFrustum"/>.</returns>
        public override int GetHashCode()
        {
            return this.matrix.GetHashCode();
        }
 
        #endregion
    }
}

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