
# Objective Make it easier to create bounding boxes in user code by providing a constructor that computes a box surrounding an arbitrary number of points. ## Solution Add `Aabb::enclosing`, which accepts iterators, slices, or arrays. --------- Co-authored-by: Tristan Guichaoua <33934311+tguichaoua@users.noreply.github.com>
509 lines
18 KiB
Rust
509 lines
18 KiB
Rust
use std::borrow::Borrow;
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use bevy_ecs::{component::Component, prelude::Entity, reflect::ReflectComponent};
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use bevy_math::{Affine3A, Mat3A, Mat4, Vec3, Vec3A, Vec4, Vec4Swizzles};
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use bevy_reflect::Reflect;
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use bevy_utils::HashMap;
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/// An axis-aligned bounding box, defined by:
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/// - a center,
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/// - the distances from the center to each faces along the axis,
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/// the faces are orthogonal to the axis.
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///
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/// It is typically used as a component on an entity to represent the local space
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/// occupied by this entity, with faces orthogonal to its local axis.
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///
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/// This component is notably used during "frustum culling", a process to determine
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/// if an entity should be rendered by a [`Camera`] if its bounding box intersects
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/// with the camera's [`Frustum`].
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///
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/// It will be added automatically by the systems in [`CalculateBounds`] to entities that:
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/// - could be subject to frustum culling, for example with a [`Handle<Mesh>`]
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/// or `Sprite` component,
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/// - don't have the [`NoFrustumCulling`] component.
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///
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/// It won't be updated automatically if the space occupied by the entity changes,
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/// for example if the vertex positions of a [`Mesh`] inside a `Handle<Mesh>` are
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/// updated.
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///
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/// [`Camera`]: crate::camera::Camera
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/// [`NoFrustumCulling`]: crate::view::visibility::NoFrustumCulling
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/// [`CalculateBounds`]: crate::view::visibility::VisibilitySystems::CalculateBounds
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/// [`Mesh`]: crate::mesh::Mesh
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/// [`Handle<Mesh>`]: crate::mesh::Mesh
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#[derive(Component, Clone, Copy, Debug, Default, Reflect, PartialEq)]
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#[reflect(Component)]
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pub struct Aabb {
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pub center: Vec3A,
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pub half_extents: Vec3A,
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}
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impl Aabb {
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#[inline]
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pub fn from_min_max(minimum: Vec3, maximum: Vec3) -> Self {
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let minimum = Vec3A::from(minimum);
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let maximum = Vec3A::from(maximum);
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let center = 0.5 * (maximum + minimum);
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let half_extents = 0.5 * (maximum - minimum);
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Self {
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center,
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half_extents,
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}
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}
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/// Returns a bounding box enclosing the specified set of points.
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///
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/// Returns `None` if the iterator is empty.
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///
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/// # Examples
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///
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/// ```
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/// # use bevy_math::{Vec3, Vec3A};
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/// # use bevy_render::primitives::Aabb;
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/// let bb = Aabb::enclosing([Vec3::X, Vec3::Z * 2.0, Vec3::Y * -0.5]).unwrap();
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/// assert_eq!(bb.min(), Vec3A::new(0.0, -0.5, 0.0));
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/// assert_eq!(bb.max(), Vec3A::new(1.0, 0.0, 2.0));
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/// ```
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pub fn enclosing<T: Borrow<Vec3>>(iter: impl IntoIterator<Item = T>) -> Option<Self> {
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let mut iter = iter.into_iter().map(|p| *p.borrow());
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let mut min = iter.next()?;
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let mut max = min;
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for v in iter {
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min = Vec3::min(min, v);
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max = Vec3::max(max, v);
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}
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Some(Self::from_min_max(min, max))
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}
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/// Calculate the relative radius of the AABB with respect to a plane
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#[inline]
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pub fn relative_radius(&self, p_normal: &Vec3A, model: &Mat3A) -> f32 {
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// NOTE: dot products on Vec3A use SIMD and even with the overhead of conversion are net faster than Vec3
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let half_extents = self.half_extents;
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Vec3A::new(
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p_normal.dot(model.x_axis),
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p_normal.dot(model.y_axis),
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p_normal.dot(model.z_axis),
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)
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.abs()
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.dot(half_extents)
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}
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#[inline]
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pub fn min(&self) -> Vec3A {
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self.center - self.half_extents
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}
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#[inline]
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pub fn max(&self) -> Vec3A {
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self.center + self.half_extents
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}
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}
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impl From<Sphere> for Aabb {
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#[inline]
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fn from(sphere: Sphere) -> Self {
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Self {
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center: sphere.center,
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half_extents: Vec3A::splat(sphere.radius),
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}
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}
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}
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#[derive(Clone, Debug, Default)]
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pub struct Sphere {
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pub center: Vec3A,
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pub radius: f32,
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}
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impl Sphere {
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#[inline]
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pub fn intersects_obb(&self, aabb: &Aabb, local_to_world: &Affine3A) -> bool {
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let aabb_center_world = local_to_world.transform_point3a(aabb.center);
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let v = aabb_center_world - self.center;
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let d = v.length();
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let relative_radius = aabb.relative_radius(&(v / d), &local_to_world.matrix3);
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d < self.radius + relative_radius
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}
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}
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/// A region of 3D space, specifically an open set whose border is a bisecting 2D plane.
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/// This bisecting plane partitions 3D space into two infinite regions,
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/// the half-space is one of those regions and excludes the bisecting plane.
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///
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/// Each instance of this type is characterized by:
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/// - the bisecting plane's unit normal, normalized and pointing "inside" the half-space,
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/// - the signed distance along the normal from the bisecting plane to the origin of 3D space.
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///
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/// The distance can also be seen as:
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/// - the distance along the inverse of the normal from the origin of 3D space to the bisecting plane,
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/// - the opposite of the distance along the normal from the origin of 3D space to the bisecting plane.
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///
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/// Any point `p` is considered to be within the `HalfSpace` when the length of the projection
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/// of p on the normal is greater or equal than the opposite of the distance,
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/// meaning: if the equation `normal.dot(p) + distance > 0.` is satisfied.
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///
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/// For example, the half-space containing all the points with a z-coordinate lesser
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/// or equal than `8.0` would be defined by: `HalfSpace::new(Vec3::NEG_Z.extend(-8.0))`.
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/// It includes all the points from the bisecting plane towards `NEG_Z`, and the distance
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/// from the plane to the origin is `-8.0` along `NEG_Z`.
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///
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/// It is used to define a [`Frustum`], but is also a useful mathematical primitive for rendering tasks such as light computation.
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#[derive(Clone, Copy, Debug, Default)]
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pub struct HalfSpace {
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normal_d: Vec4,
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}
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impl HalfSpace {
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/// Constructs a `HalfSpace` from a 4D vector whose first 3 components
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/// represent the bisecting plane's unit normal, and the last component is
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/// the signed distance along the normal from the plane to the origin.
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/// The constructor ensures the normal vector is normalized and the distance is appropriately scaled.
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#[inline]
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pub fn new(normal_d: Vec4) -> Self {
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Self {
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normal_d: normal_d * normal_d.xyz().length_recip(),
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}
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}
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/// Returns the unit normal vector of the bisecting plane that characterizes the `HalfSpace`.
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#[inline]
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pub fn normal(&self) -> Vec3A {
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Vec3A::from(self.normal_d)
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}
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/// Returns the signed distance from the bisecting plane to the origin along
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/// the plane's unit normal vector.
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#[inline]
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pub fn d(&self) -> f32 {
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self.normal_d.w
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}
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/// Returns the bisecting plane's unit normal vector and the signed distance
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/// from the plane to the origin.
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#[inline]
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pub fn normal_d(&self) -> Vec4 {
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self.normal_d
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}
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}
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/// A region of 3D space defined by the intersection of 6 [`HalfSpace`]s.
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///
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/// Frustums are typically an apex-truncated square pyramid (a pyramid without the top) or a cuboid.
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///
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/// Half spaces are ordered left, right, top, bottom, near, far. The normal vectors
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/// of the half-spaces point towards the interior of the frustum.
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///
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/// A frustum component is used on an entity with a [`Camera`] component to
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/// determine which entities will be considered for rendering by this camera.
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/// All entities with an [`Aabb`] component that are not contained by (or crossing
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/// the boundary of) the frustum will not be rendered, and not be used in rendering computations.
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///
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/// This process is called frustum culling, and entities can opt out of it using
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/// the [`NoFrustumCulling`] component.
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///
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/// The frustum component is typically added from a bundle, either the `Camera2dBundle`
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/// or the `Camera3dBundle`.
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/// It is usually updated automatically by [`update_frusta`] from the
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/// [`CameraProjection`] component and [`GlobalTransform`] of the camera entity.
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///
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/// [`Camera`]: crate::camera::Camera
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/// [`NoFrustumCulling`]: crate::view::visibility::NoFrustumCulling
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/// [`update_frusta`]: crate::view::visibility::update_frusta
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/// [`CameraProjection`]: crate::camera::CameraProjection
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/// [`GlobalTransform`]: bevy_transform::components::GlobalTransform
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#[derive(Component, Clone, Copy, Debug, Default, Reflect)]
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#[reflect(Component)]
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pub struct Frustum {
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#[reflect(ignore)]
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pub half_spaces: [HalfSpace; 6],
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}
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impl Frustum {
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/// Returns a frustum derived from `view_projection`.
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#[inline]
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pub fn from_view_projection(view_projection: &Mat4) -> Self {
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let mut frustum = Frustum::from_view_projection_no_far(view_projection);
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frustum.half_spaces[5] = HalfSpace::new(view_projection.row(2));
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frustum
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}
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/// Returns a frustum derived from `view_projection`,
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/// but with a custom far plane.
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#[inline]
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pub fn from_view_projection_custom_far(
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view_projection: &Mat4,
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view_translation: &Vec3,
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view_backward: &Vec3,
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far: f32,
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) -> Self {
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let mut frustum = Frustum::from_view_projection_no_far(view_projection);
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let far_center = *view_translation - far * *view_backward;
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frustum.half_spaces[5] =
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HalfSpace::new(view_backward.extend(-view_backward.dot(far_center)));
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frustum
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}
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// NOTE: This approach of extracting the frustum half-space from the view
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// projection matrix is from Foundations of Game Engine Development 2
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// Rendering by Lengyel.
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/// Returns a frustum derived from `view_projection`,
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/// without a far plane.
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fn from_view_projection_no_far(view_projection: &Mat4) -> Self {
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let row3 = view_projection.row(3);
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let mut half_spaces = [HalfSpace::default(); 6];
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for (i, half_space) in half_spaces.iter_mut().enumerate().take(5) {
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let row = view_projection.row(i / 2);
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*half_space = HalfSpace::new(if (i & 1) == 0 && i != 4 {
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row3 + row
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} else {
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row3 - row
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});
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}
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Self { half_spaces }
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}
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/// Checks if a sphere intersects the frustum.
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#[inline]
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pub fn intersects_sphere(&self, sphere: &Sphere, intersect_far: bool) -> bool {
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let sphere_center = sphere.center.extend(1.0);
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let max = if intersect_far { 6 } else { 5 };
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for half_space in &self.half_spaces[..max] {
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if half_space.normal_d().dot(sphere_center) + sphere.radius <= 0.0 {
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return false;
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}
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}
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true
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}
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/// Checks if an Oriented Bounding Box (obb) intersects the frustum.
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#[inline]
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pub fn intersects_obb(
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&self,
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aabb: &Aabb,
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model_to_world: &Affine3A,
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intersect_near: bool,
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intersect_far: bool,
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) -> bool {
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let aabb_center_world = model_to_world.transform_point3a(aabb.center).extend(1.0);
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for (idx, half_space) in self.half_spaces.into_iter().enumerate() {
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if idx == 4 && !intersect_near {
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continue;
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}
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if idx == 5 && !intersect_far {
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continue;
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}
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let p_normal = half_space.normal();
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let relative_radius = aabb.relative_radius(&p_normal, &model_to_world.matrix3);
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if half_space.normal_d().dot(aabb_center_world) + relative_radius <= 0.0 {
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return false;
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}
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}
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true
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}
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}
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#[derive(Component, Debug, Default, Reflect)]
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#[reflect(Component)]
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pub struct CubemapFrusta {
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#[reflect(ignore)]
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pub frusta: [Frustum; 6],
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}
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impl CubemapFrusta {
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pub fn iter(&self) -> impl DoubleEndedIterator<Item = &Frustum> {
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self.frusta.iter()
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}
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pub fn iter_mut(&mut self) -> impl DoubleEndedIterator<Item = &mut Frustum> {
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self.frusta.iter_mut()
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}
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}
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#[derive(Component, Debug, Default, Reflect)]
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#[reflect(Component)]
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pub struct CascadesFrusta {
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#[reflect(ignore)]
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pub frusta: HashMap<Entity, Vec<Frustum>>,
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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// A big, offset frustum
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fn big_frustum() -> Frustum {
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Frustum {
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half_spaces: [
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HalfSpace::new(Vec4::new(-0.9701, -0.2425, -0.0000, 7.7611)),
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HalfSpace::new(Vec4::new(-0.0000, 1.0000, -0.0000, 4.0000)),
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HalfSpace::new(Vec4::new(-0.0000, -0.2425, -0.9701, 2.9104)),
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HalfSpace::new(Vec4::new(-0.0000, -1.0000, -0.0000, 4.0000)),
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HalfSpace::new(Vec4::new(-0.0000, -0.2425, 0.9701, 2.9104)),
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HalfSpace::new(Vec4::new(0.9701, -0.2425, -0.0000, -1.9403)),
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],
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}
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}
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#[test]
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fn intersects_sphere_big_frustum_outside() {
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// Sphere outside frustum
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let frustum = big_frustum();
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let sphere = Sphere {
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center: Vec3A::new(0.9167, 0.0000, 0.0000),
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radius: 0.7500,
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};
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assert!(!frustum.intersects_sphere(&sphere, true));
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}
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#[test]
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fn intersects_sphere_big_frustum_intersect() {
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// Sphere intersects frustum boundary
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let frustum = big_frustum();
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let sphere = Sphere {
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center: Vec3A::new(7.9288, 0.0000, 2.9728),
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radius: 2.0000,
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};
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assert!(frustum.intersects_sphere(&sphere, true));
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}
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// A frustum
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fn frustum() -> Frustum {
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Frustum {
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half_spaces: [
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HalfSpace::new(Vec4::new(-0.9701, -0.2425, -0.0000, 0.7276)),
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HalfSpace::new(Vec4::new(-0.0000, 1.0000, -0.0000, 1.0000)),
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HalfSpace::new(Vec4::new(-0.0000, -0.2425, -0.9701, 0.7276)),
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HalfSpace::new(Vec4::new(-0.0000, -1.0000, -0.0000, 1.0000)),
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HalfSpace::new(Vec4::new(-0.0000, -0.2425, 0.9701, 0.7276)),
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HalfSpace::new(Vec4::new(0.9701, -0.2425, -0.0000, 0.7276)),
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],
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}
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}
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#[test]
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fn intersects_sphere_frustum_surrounding() {
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// Sphere surrounds frustum
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let frustum = frustum();
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let sphere = Sphere {
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center: Vec3A::new(0.0000, 0.0000, 0.0000),
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radius: 3.0000,
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};
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assert!(frustum.intersects_sphere(&sphere, true));
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}
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#[test]
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fn intersects_sphere_frustum_contained() {
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// Sphere is contained in frustum
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let frustum = frustum();
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let sphere = Sphere {
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center: Vec3A::new(0.0000, 0.0000, 0.0000),
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radius: 0.7000,
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};
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assert!(frustum.intersects_sphere(&sphere, true));
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}
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#[test]
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fn intersects_sphere_frustum_intersects_plane() {
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// Sphere intersects a plane
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let frustum = frustum();
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let sphere = Sphere {
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center: Vec3A::new(0.0000, 0.0000, 0.9695),
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radius: 0.7000,
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};
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assert!(frustum.intersects_sphere(&sphere, true));
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}
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#[test]
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fn intersects_sphere_frustum_intersects_2_planes() {
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// Sphere intersects 2 planes
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let frustum = frustum();
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let sphere = Sphere {
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center: Vec3A::new(1.2037, 0.0000, 0.9695),
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radius: 0.7000,
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};
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assert!(frustum.intersects_sphere(&sphere, true));
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}
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#[test]
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fn intersects_sphere_frustum_intersects_3_planes() {
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// Sphere intersects 3 planes
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let frustum = frustum();
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let sphere = Sphere {
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center: Vec3A::new(1.2037, -1.0988, 0.9695),
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radius: 0.7000,
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};
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assert!(frustum.intersects_sphere(&sphere, true));
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}
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#[test]
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fn intersects_sphere_frustum_dodges_1_plane() {
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// Sphere avoids intersecting the frustum by 1 plane
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let frustum = frustum();
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let sphere = Sphere {
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center: Vec3A::new(-1.7020, 0.0000, 0.0000),
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radius: 0.7000,
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};
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assert!(!frustum.intersects_sphere(&sphere, true));
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}
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// A long frustum.
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fn long_frustum() -> Frustum {
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Frustum {
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half_spaces: [
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HalfSpace::new(Vec4::new(-0.9998, -0.0222, -0.0000, -1.9543)),
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HalfSpace::new(Vec4::new(-0.0000, 1.0000, -0.0000, 45.1249)),
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HalfSpace::new(Vec4::new(-0.0000, -0.0168, -0.9999, 2.2718)),
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HalfSpace::new(Vec4::new(-0.0000, -1.0000, -0.0000, 45.1249)),
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HalfSpace::new(Vec4::new(-0.0000, -0.0168, 0.9999, 2.2718)),
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HalfSpace::new(Vec4::new(0.9998, -0.0222, -0.0000, 7.9528)),
|
|
],
|
|
}
|
|
}
|
|
|
|
#[test]
|
|
fn intersects_sphere_long_frustum_outside() {
|
|
// Sphere outside frustum
|
|
let frustum = long_frustum();
|
|
let sphere = Sphere {
|
|
center: Vec3A::new(-4.4889, 46.9021, 0.0000),
|
|
radius: 0.7500,
|
|
};
|
|
assert!(!frustum.intersects_sphere(&sphere, true));
|
|
}
|
|
|
|
#[test]
|
|
fn intersects_sphere_long_frustum_intersect() {
|
|
// Sphere intersects frustum boundary
|
|
let frustum = long_frustum();
|
|
let sphere = Sphere {
|
|
center: Vec3A::new(-4.9957, 0.0000, -0.7396),
|
|
radius: 4.4094,
|
|
};
|
|
assert!(frustum.intersects_sphere(&sphere, true));
|
|
}
|
|
|
|
#[test]
|
|
fn aabb_enclosing() {
|
|
assert_eq!(Aabb::enclosing(<[Vec3; 0]>::default()), None);
|
|
assert_eq!(
|
|
Aabb::enclosing(vec![Vec3::ONE]).unwrap(),
|
|
Aabb::from_min_max(Vec3::ONE, Vec3::ONE)
|
|
);
|
|
assert_eq!(
|
|
Aabb::enclosing(&[Vec3::Y, Vec3::X, Vec3::Z][..]).unwrap(),
|
|
Aabb::from_min_max(Vec3::ZERO, Vec3::ONE)
|
|
);
|
|
assert_eq!(
|
|
Aabb::enclosing([
|
|
Vec3::NEG_X,
|
|
Vec3::X * 2.0,
|
|
Vec3::NEG_Y * 5.0,
|
|
Vec3::Z,
|
|
Vec3::ZERO
|
|
])
|
|
.unwrap(),
|
|
Aabb::from_min_max(Vec3::new(-1.0, -5.0, 0.0), Vec3::new(2.0, 0.0, 1.0))
|
|
);
|
|
}
|
|
}
|