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Optimize code size for frustum.ts & intersect.ts files. #18256

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Feb 5, 2025
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114 changes: 61 additions & 53 deletions cocos/core/geometry/frustum.ts
Original file line number Diff line number Diff line change
Expand Up @@ -41,6 +41,9 @@ const _nearTemp = v3();
const _farTemp = v3();
const _temp_v3 = v3();

const planeFromPoints = Plane.fromPoints;
const vec3Set = Vec3.set;
const vec3TransformMat4 = Vec3.transformMat4;
/**
* @en
* Basic Geometry: frustum.
Expand All @@ -62,22 +65,22 @@ export class Frustum {
public static createOrthographic (out: Frustum, width: number, height: number, near: number, far: number, transform: Mat4): void {
const halfWidth = width / 2;
const halfHeight = height / 2;
Vec3.set(_temp_v3, halfWidth, halfHeight, -near);
Vec3.transformMat4(out.vertices[0], _temp_v3, transform);
Vec3.set(_temp_v3, -halfWidth, halfHeight, -near);
Vec3.transformMat4(out.vertices[1], _temp_v3, transform);
Vec3.set(_temp_v3, -halfWidth, -halfHeight, -near);
Vec3.transformMat4(out.vertices[2], _temp_v3, transform);
Vec3.set(_temp_v3, halfWidth, -halfHeight, -near);
Vec3.transformMat4(out.vertices[3], _temp_v3, transform);
Vec3.set(_temp_v3, halfWidth, halfHeight, -far);
Vec3.transformMat4(out.vertices[4], _temp_v3, transform);
Vec3.set(_temp_v3, -halfWidth, halfHeight, -far);
Vec3.transformMat4(out.vertices[5], _temp_v3, transform);
Vec3.set(_temp_v3, -halfWidth, -halfHeight, -far);
Vec3.transformMat4(out.vertices[6], _temp_v3, transform);
Vec3.set(_temp_v3, halfWidth, -halfHeight, -far);
Vec3.transformMat4(out.vertices[7], _temp_v3, transform);
vec3Set(_temp_v3, halfWidth, halfHeight, -near);
vec3TransformMat4(out.vertices[0], _temp_v3, transform);
vec3Set(_temp_v3, -halfWidth, halfHeight, -near);
vec3TransformMat4(out.vertices[1], _temp_v3, transform);
vec3Set(_temp_v3, -halfWidth, -halfHeight, -near);
vec3TransformMat4(out.vertices[2], _temp_v3, transform);
vec3Set(_temp_v3, halfWidth, -halfHeight, -near);
vec3TransformMat4(out.vertices[3], _temp_v3, transform);
vec3Set(_temp_v3, halfWidth, halfHeight, -far);
vec3TransformMat4(out.vertices[4], _temp_v3, transform);
vec3Set(_temp_v3, -halfWidth, halfHeight, -far);
vec3TransformMat4(out.vertices[5], _temp_v3, transform);
vec3Set(_temp_v3, -halfWidth, -halfHeight, -far);
vec3TransformMat4(out.vertices[6], _temp_v3, transform);
vec3Set(_temp_v3, halfWidth, -halfHeight, -far);
vec3TransformMat4(out.vertices[7], _temp_v3, transform);

out.updatePlanes();
}
Expand Down Expand Up @@ -118,23 +121,23 @@ export class Frustum {
const vertexes = out.vertices;
// startHalfWidth startHalfHeight
_temp_v3.set(_nearTemp.x, _nearTemp.y, -_nearTemp.z);
Vec3.transformMat4(vertexes[0], _temp_v3, transform);
vec3TransformMat4(vertexes[0], _temp_v3, transform);
_temp_v3.set(-_nearTemp.x, _nearTemp.y, -_nearTemp.z);
Vec3.transformMat4(vertexes[1], _temp_v3, transform);
vec3TransformMat4(vertexes[1], _temp_v3, transform);
_temp_v3.set(-_nearTemp.x, -_nearTemp.y, -_nearTemp.z);
Vec3.transformMat4(vertexes[2], _temp_v3, transform);
vec3TransformMat4(vertexes[2], _temp_v3, transform);
_temp_v3.set(_nearTemp.x, -_nearTemp.y, -_nearTemp.z);
Vec3.transformMat4(vertexes[3], _temp_v3, transform);
vec3TransformMat4(vertexes[3], _temp_v3, transform);

// endHalfWidth, endHalfHeight
_temp_v3.set(_farTemp.x, _farTemp.y, -_farTemp.z);
Vec3.transformMat4(vertexes[4], _temp_v3, transform);
vec3TransformMat4(vertexes[4], _temp_v3, transform);
_temp_v3.set(-_farTemp.x, _farTemp.y, -_farTemp.z);
Vec3.transformMat4(vertexes[5], _temp_v3, transform);
vec3TransformMat4(vertexes[5], _temp_v3, transform);
_temp_v3.set(-_farTemp.x, -_farTemp.y, -_farTemp.z);
Vec3.transformMat4(vertexes[6], _temp_v3, transform);
vec3TransformMat4(vertexes[6], _temp_v3, transform);
_temp_v3.set(_farTemp.x, -_farTemp.y, -_farTemp.z);
Vec3.transformMat4(vertexes[7], _temp_v3, transform);
vec3TransformMat4(vertexes[7], _temp_v3, transform);

out.updatePlanes();
}
Expand All @@ -153,14 +156,16 @@ export class Frustum {
Vec3.subtract(vec3_min, aabb.center, aabb.halfExtents);
Vec3.add(vec3_max, aabb.center, aabb.halfExtents);

out.vertices[0].set(vec3_max.x, vec3_max.y, -vec3_min.z);
out.vertices[1].set(vec3_min.x, vec3_max.y, -vec3_min.z);
out.vertices[2].set(vec3_min.x, vec3_min.y, -vec3_min.z);
out.vertices[3].set(vec3_max.x, vec3_min.y, -vec3_min.z);
out.vertices[4].set(vec3_max.x, vec3_max.y, -vec3_max.z);
out.vertices[5].set(vec3_min.x, vec3_max.y, -vec3_max.z);
out.vertices[6].set(vec3_min.x, vec3_min.y, -vec3_max.z);
out.vertices[7].set(vec3_max.x, vec3_min.y, -vec3_max.z);
const vertices = out.vertices;

vertices[0].set(vec3_max.x, vec3_max.y, -vec3_min.z);
vertices[1].set(vec3_min.x, vec3_max.y, -vec3_min.z);
vertices[2].set(vec3_min.x, vec3_min.y, -vec3_min.z);
vertices[3].set(vec3_max.x, vec3_min.y, -vec3_min.z);
vertices[4].set(vec3_max.x, vec3_max.y, -vec3_max.z);
vertices[5].set(vec3_min.x, vec3_max.y, -vec3_max.z);
vertices[6].set(vec3_min.x, vec3_min.y, -vec3_max.z);
vertices[7].set(vec3_max.x, vec3_min.y, -vec3_max.z);

out.updatePlanes();

Expand Down Expand Up @@ -288,39 +293,40 @@ export class Frustum {
* @param inv @en The inverse view-projection matrix. @zh 视图投影逆矩阵。
*/
public update (m: Mat4, inv: Mat4): void {
const planes = this.planes;
// RTR4, ch. 22.14.1, p. 983
// extract frustum planes from view-proj matrix.

// left plane
Vec3.set(this.planes[0].n, m.m03 + m.m00, m.m07 + m.m04, m.m11 + m.m08);
this.planes[0].d = -(m.m15 + m.m12);
vec3Set(planes[0].n, m.m03 + m.m00, m.m07 + m.m04, m.m11 + m.m08);
planes[0].d = -(m.m15 + m.m12);
// right plane
Vec3.set(this.planes[1].n, m.m03 - m.m00, m.m07 - m.m04, m.m11 - m.m08);
this.planes[1].d = -(m.m15 - m.m12);
vec3Set(planes[1].n, m.m03 - m.m00, m.m07 - m.m04, m.m11 - m.m08);
planes[1].d = -(m.m15 - m.m12);
// bottom plane
Vec3.set(this.planes[2].n, m.m03 + m.m01, m.m07 + m.m05, m.m11 + m.m09);
this.planes[2].d = -(m.m15 + m.m13);
vec3Set(planes[2].n, m.m03 + m.m01, m.m07 + m.m05, m.m11 + m.m09);
planes[2].d = -(m.m15 + m.m13);
// top plane
Vec3.set(this.planes[3].n, m.m03 - m.m01, m.m07 - m.m05, m.m11 - m.m09);
this.planes[3].d = -(m.m15 - m.m13);
vec3Set(planes[3].n, m.m03 - m.m01, m.m07 - m.m05, m.m11 - m.m09);
planes[3].d = -(m.m15 - m.m13);
// near plane
Vec3.set(this.planes[4].n, m.m03 + m.m02, m.m07 + m.m06, m.m11 + m.m10);
this.planes[4].d = -(m.m15 + m.m14);
vec3Set(planes[4].n, m.m03 + m.m02, m.m07 + m.m06, m.m11 + m.m10);
planes[4].d = -(m.m15 + m.m14);
// far plane
Vec3.set(this.planes[5].n, m.m03 - m.m02, m.m07 - m.m06, m.m11 - m.m10);
this.planes[5].d = -(m.m15 - m.m14);
vec3Set(planes[5].n, m.m03 - m.m02, m.m07 - m.m06, m.m11 - m.m10);
planes[5].d = -(m.m15 - m.m14);

// normalize planes
for (let i = 0; i < 6; i++) {
const pl = this.planes[i];
const pl = planes[i];
const invDist = 1 / pl.n.length();
Vec3.multiplyScalar(pl.n, pl.n, invDist);
pl.d *= invDist;
}

// update frustum vertices
for (let i = 0; i < 8; i++) {
Vec3.transformMat4(this.vertices[i], _v[i], inv);
vec3TransformMat4(this.vertices[i], _v[i], inv);
}
}

Expand All @@ -333,7 +339,7 @@ export class Frustum {
*/
public transform (mat: Mat4): void {
for (let i = 0; i < 8; i++) {
Vec3.transformMat4(this.vertices[i], this.vertices[i], mat);
vec3TransformMat4(this.vertices[i], this.vertices[i], mat);
}
this.updatePlanes();
}
Expand All @@ -357,17 +363,19 @@ export class Frustum {
* @zh 更新视锥体的所有面数据。
*/
public updatePlanes (): void {
const planes = this.planes;
const vertices = this.vertices;
// left plane
Plane.fromPoints(this.planes[0], this.vertices[1], this.vertices[6], this.vertices[5]);
planeFromPoints(planes[0], vertices[1], vertices[6], vertices[5]);
// right plane
Plane.fromPoints(this.planes[1], this.vertices[3], this.vertices[4], this.vertices[7]);
planeFromPoints(planes[1], vertices[3], vertices[4], vertices[7]);
// bottom plane
Plane.fromPoints(this.planes[2], this.vertices[6], this.vertices[3], this.vertices[7]);
planeFromPoints(planes[2], vertices[6], vertices[3], vertices[7]);
// top plane
Plane.fromPoints(this.planes[3], this.vertices[0], this.vertices[5], this.vertices[4]);
planeFromPoints(planes[3], vertices[0], vertices[5], vertices[4]);
// near plane
Plane.fromPoints(this.planes[4], this.vertices[2], this.vertices[0], this.vertices[3]);
planeFromPoints(planes[4], vertices[2], vertices[0], vertices[3]);
// far plane
Plane.fromPoints(this.planes[5], this.vertices[7], this.vertices[5], this.vertices[6]);
planeFromPoints(planes[5], vertices[7], vertices[5], vertices[6]);
}
}
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