Implement spot light v. frustum culling by converting the spot light into an oriented-bounding box and then performing frustum v. OBB intersection.

experimental
shadowislord 10 years ago
parent e76559a847
commit b1211e55a4
  1. 35
      jme3-core/src/main/java/com/jme3/light/SpotLight.java

@ -35,6 +35,7 @@ import com.jme3.bounding.BoundingBox;
import com.jme3.bounding.BoundingVolume;
import com.jme3.export.*;
import com.jme3.math.FastMath;
import com.jme3.math.Plane;
import com.jme3.math.Vector3f;
import com.jme3.renderer.Camera;
import com.jme3.scene.Spatial;
@ -66,8 +67,8 @@ public class SpotLight extends Light implements Savable {
protected float packedAngleCos=0;
protected float outerAngleCosSqr, outerAngleSinSqr;
protected float outerAngleSinRcp;
protected float outerAngleSinRcp, outerAngleSin;
public SpotLight() {
super();
computeAngleParameters();
@ -90,10 +91,10 @@ public class SpotLight extends Light implements Savable {
}
// compute parameters needed for cone vs sphere check.
float outerSin = FastMath.sin(spotOuterAngle);
outerAngleSin = FastMath.sin(spotOuterAngle);
outerAngleCosSqr = outerCos * outerCos;
outerAngleSinSqr = outerSin * outerSin;
outerAngleSinRcp = 1.0f / outerSin;
outerAngleSinSqr = outerAngleSin * outerAngleSin;
outerAngleSinRcp = 1.0f / outerAngleSin;
}
@Override
@ -143,9 +144,29 @@ public class SpotLight extends Light implements Savable {
if (this.spotRange == 0) {
return true;
} else {
// Do a frustum v. sphere test against the spot range.
// Do a frustum v. OBB test.
// Determine OBB extents assuming OBB center is the middle
// point between the cone's vertex and its range.
float sideExtent = spotRange * 0.5f * outerAngleSin;
float forwardExtent = spotRange * 0.5f;
// Create OBB axes via direction and Y up vector.
Vector3f xAxis = Vector3f.UNIT_Y.cross(direction, vars.vect1).normalizeLocal();
Vector3f yAxis = direction.cross(xAxis, vars.vect2).normalizeLocal();
Vector3f obbCenter = direction.mult(spotRange * 0.5f, vars.vect3).addLocal(position);
for (int i = 5; i >= 0; i--) {
if (camera.getWorldPlane(i).pseudoDistance(position) <= -spotRange) {
Plane plane = camera.getWorldPlane(i);
Vector3f planeNormal = plane.getNormal();
// OBB v. plane intersection
float radius = FastMath.abs(sideExtent * (planeNormal.dot(xAxis)))
+ FastMath.abs(sideExtent * (planeNormal.dot(yAxis)))
+ FastMath.abs(forwardExtent * (planeNormal.dot(direction)));
float distance = plane.pseudoDistance(obbCenter);
if (distance <= -radius) {
return false;
}
}

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