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