// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved. #include "BoundingSphere.h" #include "BoundingBox.h" #include "Matrix.h" #include "Ray.h" #include "../Types/String.h" const BoundingSphere BoundingSphere::Empty(Vector3(0, 0, 0), 0); String BoundingSphere::ToString() const { return String::Format(TEXT("{}"), *this); } bool BoundingSphere::Intersects(const Ray& ray) const { float distance; return CollisionsHelper::RayIntersectsSphere(ray, *this, distance); } bool BoundingSphere::Intersects(const Ray& ray, float& distance) const { return CollisionsHelper::RayIntersectsSphere(ray, *this, distance); } bool BoundingSphere::Intersects(const Ray& ray, float& distance, Vector3& normal) const { return CollisionsHelper::RayIntersectsSphere(ray, *this, distance, normal); } bool BoundingSphere::Intersects(const Ray& ray, Vector3& point) const { return CollisionsHelper::RayIntersectsSphere(ray, *this, point); } PlaneIntersectionType BoundingSphere::Intersects(const Plane& plane) const { return CollisionsHelper::PlaneIntersectsSphere(plane, *this); } bool BoundingSphere::Intersects(const Vector3& vertex1, const Vector3& vertex2, const Vector3& vertex3) const { return CollisionsHelper::SphereIntersectsTriangle(*this, vertex1, vertex2, vertex3); } bool BoundingSphere::Intersects(const BoundingBox& box) const { return CollisionsHelper::BoxIntersectsSphere(box, *this); } bool BoundingSphere::Intersects(const BoundingSphere& sphere) const { return CollisionsHelper::SphereIntersectsSphere(*this, sphere); } ContainmentType BoundingSphere::Contains(const Vector3& point) const { return CollisionsHelper::SphereContainsPoint(*this, point); } ContainmentType BoundingSphere::Contains(const Vector3& vertex1, const Vector3& vertex2, const Vector3& vertex3) const { return CollisionsHelper::SphereContainsTriangle(*this, vertex1, vertex2, vertex3); } ContainmentType BoundingSphere::Contains(const BoundingBox& box) const { return CollisionsHelper::SphereContainsBox(*this, box); } ContainmentType BoundingSphere::Contains(const BoundingSphere& sphere) const { return CollisionsHelper::SphereContainsSphere(*this, sphere); } BoundingBox BoundingSphere::GetBoundingBox() const { BoundingBox result; BoundingBox::FromSphere(*this, result); return result; } void BoundingSphere::GetBoundingBox(BoundingBox& result) const { BoundingBox::FromSphere(*this, result); } void BoundingSphere::FromPoints(const Vector3* points, int32 pointsCount, BoundingSphere& result) { ASSERT(points && pointsCount > 0); // Find the center of all points Vector3 center = Vector3::Zero; for (int32 i = 0; i < pointsCount; i++) { Vector3::Add(points[i], center, center); } // This is the center of our sphere center /= static_cast(pointsCount); // Find the radius of the sphere float radius = 0.0f; for (int32 i = 0; i < pointsCount; i++) { // We are doing a relative distance comparison to find the maximum distance from the center of our sphere const float distance = Vector3::DistanceSquared(center, points[i]); if (distance > radius) radius = distance; } // Find the real distance from the DistanceSquared radius = Math::Sqrt(radius); // Construct the sphere result.Center = center; result.Radius = radius; } void BoundingSphere::FromBox(const BoundingBox& box, BoundingSphere& result) { ASSERT(!box.Minimum.IsNanOrInfinity() && !box.Maximum.IsNanOrInfinity()); const float x = box.Maximum.X - box.Minimum.X; const float y = box.Maximum.Y - box.Minimum.Y; const float z = box.Maximum.Z - box.Minimum.Z; result.Center.X = box.Minimum.X + x * 0.5f; result.Center.Y = box.Minimum.Y + y * 0.5f; result.Center.Z = box.Minimum.Z + z * 0.5f; result.Radius = Math::Sqrt(x * x + y * y + z * z) * 0.5f; } void BoundingSphere::Merge(const BoundingSphere& value1, const BoundingSphere& value2, BoundingSphere& result) { // Pre-exit if one of the bounding sphere by assuming that a merge with an empty sphere is equivalent at taking the non-empty sphere if (value1 == Empty) { result = value2; return; } if (value2 == Empty) { result = value1; return; } const Vector3 difference = value2.Center - value1.Center; const float length = difference.Length(); const float radius = value1.Radius; const float radius2 = value2.Radius; if (radius + radius2 >= length) { if (radius - radius2 >= length) { result = value1; return; } if (radius2 - radius >= length) { result = value2; return; } } const Vector3 vector = difference * (1.0f / length); const float min = Math::Min(-radius, length - radius2); const float max = (Math::Max(radius, length + radius2) - min) * 0.5f; result.Center = value1.Center + vector * (max + min); result.Radius = max; } void BoundingSphere::Merge(const BoundingSphere& value1, const Vector3& value2, BoundingSphere& result) { const Vector3 difference = value2 - value1.Center; const float length = difference.Length(); const float radius = value1.Radius; if (radius >= length) { result = value1; return; } const Vector3 vector = difference * (1.0f / length); const float min = Math::Min(-radius, length); const float max = (Math::Max(radius, length) - min) * 0.5f; result.Center = value1.Center + vector * (max + min); result.Radius = max; } void BoundingSphere::Transform(const BoundingSphere& sphere, const Matrix& matrix, BoundingSphere& result) { Vector3::Transform(sphere.Center, matrix, result.Center); result.Radius = sphere.Radius * matrix.GetScaleVector().GetAbsolute().MaxValue(); }