transfered from codeberg

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2026-03-26 14:46:39 -05:00
parent 630f28bb7e
commit 5ed2173793
136 changed files with 14932 additions and 0 deletions

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#ifndef private_frustum_h
#define private_frustum_h
enum {
left = 0,
right = 1,
bottom = 2,
top = 3,
near = 4,
far = 5
};
#endif

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#include "frustum.h"
#include "_internal/private_frustum.h"
#include <math.h>
#include <stdint.h>
/**
* Extracts the six clipping planes from a combined View-Projection matrix.
* * This function utilizes the Gribb-Hartmann method to derive plane equations
* directly from the matrix rows. The resulting planes are normalized to ensure
* that the distance calculations in visibility tests are accurate.
*/
void extract_frustum_planes(frustum_plane_struct planes[number_of_planes],
Matrix view_projection)
{
/* Left Clipping Plane */
planes[left].normal.x = view_projection.m3 + view_projection.m0;
planes[left].normal.y = view_projection.m7 + view_projection.m4;
planes[left].normal.z = view_projection.m11 + view_projection.m8;
planes[left].distance = view_projection.m15 + view_projection.m12;
/* Right Clipping Plane */
planes[right].normal.x = view_projection.m3 - view_projection.m0;
planes[right].normal.y = view_projection.m7 - view_projection.m4;
planes[right].normal.z = view_projection.m11 - view_projection.m8;
planes[right].distance = view_projection.m15 - view_projection.m12;
/* Bottom Clipping Plane */
planes[bottom].normal.x = view_projection.m3 + view_projection.m1;
planes[bottom].normal.y = view_projection.m7 + view_projection.m5;
planes[bottom].normal.z = view_projection.m11 + view_projection.m9;
planes[bottom].distance = view_projection.m15 + view_projection.m13;
/* Top Clipping Plane */
planes[top].normal.x = view_projection.m3 - view_projection.m1;
planes[top].normal.y = view_projection.m7 - view_projection.m5;
planes[top].normal.z = view_projection.m11 - view_projection.m9;
planes[top].distance = view_projection.m15 - view_projection.m13;
/* Near Clipping Plane */
planes[near].normal.x = view_projection.m3 + view_projection.m2;
planes[near].normal.y = view_projection.m7 + view_projection.m6;
planes[near].normal.z = view_projection.m11 + view_projection.m10;
planes[near].distance = view_projection.m15 + view_projection.m14;
/* Far Clipping Plane */
planes[far].normal.x = view_projection.m3 - view_projection.m2;
planes[far].normal.y = view_projection.m7 - view_projection.m6;
planes[far].normal.z = view_projection.m11 - view_projection.m10;
planes[far].distance = view_projection.m15 - view_projection.m14;
/* Normalize all planes so that normal length equals 1.0 */
for (uint8_t plane_index = 0; plane_index < number_of_planes; plane_index++)
{
float magnitude = sqrtf(
planes[plane_index].normal.x * planes[plane_index].normal.x +
planes[plane_index].normal.y * planes[plane_index].normal.y +
planes[plane_index].normal.z * planes[plane_index].normal.z
);
if (magnitude > 0.0f)
{
float inverse_magnitude = 1.0f / magnitude;
planes[plane_index].normal.x *= inverse_magnitude;
planes[plane_index].normal.y *= inverse_magnitude;
planes[plane_index].normal.z *= inverse_magnitude;
planes[plane_index].distance *= inverse_magnitude;
}
}
}
/**
* Checks if an Axis-Aligned Bounding Box (AABB) is within the view frustum.
* * This function performs a fast visibility test by finding the "positive vertex"
* of the box (the corner most aligned with the plane normal). If this vertex
* is outside any of the six planes, the entire box is considered culled.
*/
bool is_axis_aligned_bounding_box_in_frustum( const frustum_plane_struct planes
[
number_of_planes
],
BoundingBox bounds)
{
for (uint8_t plane_index = 0; plane_index < number_of_planes; plane_index++)
{
Vector3 positive_vertex;
positive_vertex.x =
(planes[plane_index].normal.x >= 0.0f) ? bounds.max.x : bounds.min.x;
positive_vertex.y =
(planes[plane_index].normal.y >= 0.0f) ? bounds.max.y : bounds.min.y;
positive_vertex.z =
(planes[plane_index].normal.z >= 0.0f) ? bounds.max.z : bounds.min.z;
/* Calculate the signed distance from the plane to the positive vertex */
float vertex_distance =
planes[plane_index].normal.x * positive_vertex.x +
planes[plane_index].normal.y * positive_vertex.y +
planes[plane_index].normal.z * positive_vertex.z +
planes[plane_index].distance;
/* If the most positive point is behind the plane, the box is outside the frustum */
if (vertex_distance < 0.0f)
{
return false;
}
}
return true;
}

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#ifndef frustum_h
#define frustum_h
#include "raylib.h"
#include <stdbool.h>
#define number_of_planes 6
typedef struct frustum_plane_struct
{
Vector3 normal;
float distance;
} frustum_plane_struct;
/**
* Extracts the six clipping planes from a combined View-Projection matrix.
* * This function utilizes the Gribb-Hartmann method to derive plane equations
* directly from the matrix rows. The resulting planes are normalized to ensure
* that the distance calculations in visibility tests are accurate.
*/
void extract_frustum_planes(frustum_plane_struct planes[number_of_planes],
Matrix view_projection);
/**
* Checks if an Axis-Aligned Bounding Box (AABB) is within the view frustum.
* * This function performs a fast visibility test by finding the "positive vertex"
* of the box (the corner most aligned with the plane normal). If this vertex
* is outside any of the six planes, the entire box is considered culled.
*/
bool is_axis_aligned_bounding_box_in_frustum( const frustum_plane_struct planes
[
number_of_planes
],
BoundingBox bounds);
#endif

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#include "test_frustum.h"
#include "frustum.h"
#include "_internal/private_frustum.h"
#include "unity.h"
#include "raylib.h"
#include "raymath.h"
/* Verify that an identity matrix results in planes that face inward correctly */
void test_extract_frustum_planes_from_identity_matrix(void)
{
frustum_plane_struct planes[number_of_planes];
Matrix identity_matrix = MatrixIdentity();
extract_frustum_planes(planes, identity_matrix);
/* With an identity matrix, the 'Left' plane normal should point along +X
* because the plane equation is Ax + By + Cz + D = 0 and it faces inward.
*/
TEST_ASSERT_FLOAT_WITHIN(0.0001f, 1.0f, planes[left].normal.x);
TEST_ASSERT_FLOAT_WITHIN(0.0001f, 0.0f, planes[left].normal.y);
TEST_ASSERT_FLOAT_WITHIN(0.0001f, 0.0f, planes[left].normal.z);
}
/* Verify that a box inside the view area is correctly identified as visible */
void test_bounding_box_inside_frustum_is_not_culled(void)
{
frustum_plane_struct planes[number_of_planes];
/* Create a standard perspective projection matrix
* (FOV: 90, Aspect: 1.0, Near: 0.1, Far: 100.0)
*/
Matrix projection = MatrixPerspective(90.0f * DEG2RAD, 1.0f, 0.1f, 100.0f);
Matrix view = MatrixLookAt((Vector3){ 0, 0, 0 },
(Vector3){ 0, 0, -1 },
(Vector3){ 0, 1, 0 });
Matrix view_projection = MatrixMultiply(view, projection);
extract_frustum_planes(planes, view_projection);
/* Define a box directly in front of the camera (negative Z axis) */
BoundingBox box_inside;
box_inside.min = (Vector3){ -1.0f, -1.0f, -10.0f };
box_inside.max = (Vector3){ 1.0f, 1.0f, -5.0f };
TEST_ASSERT_TRUE_MESSAGE(is_axis_aligned_bounding_box_in_frustum(planes,
box_inside),
"Box directly in front of camera should be visible");
}
/* Verify that a box behind the camera is correctly culled */
void test_bounding_box_behind_camera_is_culled(void)
{
frustum_plane_struct planes[number_of_planes];
Matrix projection = MatrixPerspective(90.0f * DEG2RAD, 1.0f, 0.1f, 100.0f);
Matrix view = MatrixLookAt((Vector3){ 0, 0, 0 },
(Vector3){ 0, 0, -1 },
(Vector3){ 0, 1, 0 });
Matrix view_projection = MatrixMultiply(view, projection);
extract_frustum_planes(planes, view_projection);
/* Define a box behind the camera (positive Z axis) */
BoundingBox box_behind;
box_behind.min = (Vector3){ -1.0f, -1.0f, 5.0f };
box_behind.max = (Vector3){ 1.0f, 1.0f, 10.0f };
TEST_ASSERT_FALSE_MESSAGE(is_axis_aligned_bounding_box_in_frustum(planes,
box_behind),
"Box behind the camera should be culled");
}
/* Verify that a box far beyond the far clipping plane is culled */
void test_bounding_box_beyond_far_plane_is_culled(void)
{
frustum_plane_struct planes[number_of_planes];
/* Far plane is set to 100.0 */
Matrix projection = MatrixPerspective(90.0f * DEG2RAD, 1.0f, 0.1f, 100.0f);
Matrix view = MatrixLookAt((Vector3){ 0, 0, 0 },
(Vector3){ 0, 0, -1 },
(Vector3){ 0, 1, 0 });
Matrix view_projection = MatrixMultiply(view, projection);
extract_frustum_planes(planes, view_projection);
/* Define a box at Z = -150 (outside the 100 unit limit) */
BoundingBox box_too_far;
box_too_far.min = (Vector3){ -1.0f, -1.0f, -160.0f };
box_too_far.max = (Vector3){ 1.0f, 1.0f, -150.0f };
TEST_ASSERT_FALSE_MESSAGE(is_axis_aligned_bounding_box_in_frustum(planes,
box_too_far),
"Box beyond the far clipping plane should be culled");
}
void run_frustum_tests(void)
{
RUN_TEST(test_extract_frustum_planes_from_identity_matrix);
RUN_TEST(test_bounding_box_inside_frustum_is_not_culled);
RUN_TEST(test_bounding_box_behind_camera_is_culled);
RUN_TEST(test_bounding_box_beyond_far_plane_is_culled);
}

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#ifndef test_frustum_h
#define test_frustum_h
void test_extract_frustum_planes_from_identity_matrix(void);
void test_bounding_box_inside_frustum_is_not_culled(void);
void test_bounding_box_behind_camera_is_culled(void);
void test_bounding_box_beyond_far_plane_is_culled(void);
void run_frustum_tests(void);
#endif