added AABB check

This commit is contained in:
2026-03-24 10:20:50 +03:00
parent 04203d46ff
commit d38895e4d7
3 changed files with 368 additions and 0 deletions

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@@ -0,0 +1,16 @@
//
// Created by Vladislav on 24.03.2026.
//
#pragma once
#include "omath/linear_algebra/vector3.hpp"
namespace omath::primitives
{
template<class Type>
struct Aabb final
{
Vector3<Type> min;
Vector3<Type> max;
};
} // namespace omath::primitives

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@@ -4,6 +4,7 @@
#pragma once
#include "omath/3d_primitives/aabb.hpp"
#include "omath/linear_algebra/mat.hpp"
#include "omath/linear_algebra/triangle.hpp"
#include "omath/linear_algebra/vector3.hpp"
@@ -308,6 +309,63 @@ namespace omath::projection
return false;
}
[[nodiscard]] bool is_aabb_culled_by_frustum(const primitives::Aabb<float>& aabb) const noexcept
{
const auto& m = get_view_projection_matrix();
// Gribb-Hartmann: extract 6 frustum planes from the view-projection matrix.
// Each plane is (a, b, c, d) such that ax + by + cz + d >= 0 means inside.
// For a 4x4 matrix with rows r0..r3:
// Left = r3 + r0
// Right = r3 - r0
// Bottom = r3 + r1
// Top = r3 - r1
// Near = r3 + r2 ([-1,1]) or r2 ([0,1])
// Far = r3 - r2
struct Plane final
{
float a, b, c, d;
};
const auto extract_plane = [&m](const int sign, const int row) -> Plane
{
return {
m.at(3, 0) + static_cast<float>(sign) * m.at(row, 0),
m.at(3, 1) + static_cast<float>(sign) * m.at(row, 1),
m.at(3, 2) + static_cast<float>(sign) * m.at(row, 2),
m.at(3, 3) + static_cast<float>(sign) * m.at(row, 3),
};
};
std::array<Plane, 6> planes = {
extract_plane(1, 0), // left
extract_plane(-1, 0), // right
extract_plane(1, 1), // bottom
extract_plane(-1, 1), // top
extract_plane(-1, 2), // far
};
// Near plane depends on NDC depth range
if constexpr (depth_range == NDCDepthRange::ZERO_TO_ONE)
planes[5] = {m.at(2, 0), m.at(2, 1), m.at(2, 2), m.at(2, 3)};
else
planes[5] = extract_plane(1, 2);
// For each plane, find the AABB corner most in the direction of the plane normal
// (the "positive vertex"). If it's outside, the entire AABB is outside.
for (const auto& [a, b, c, d] : planes)
{
const float px = a >= 0.f ? aabb.max.x : aabb.min.x;
const float py = b >= 0.f ? aabb.max.y : aabb.min.y;
const float pz = c >= 0.f ? aabb.max.z : aabb.min.z;
if (a * px + b * py + c * pz + d < 0.f)
return true;
}
return false;
}
[[nodiscard]] std::expected<Vector3<float>, Error>
world_to_view_port(const Vector3<float>& world_position,
const ViewPortClipping& clipping = ViewPortClipping::AUTO) const noexcept