Files
FlaxEngine/Source/Engine/Core/Math/BoundingSphere.cpp

219 lines
6.4 KiB
C++

// Copyright (c) 2012-2024 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
{
Real distance;
return CollisionsHelper::RayIntersectsSphere(ray, *this, distance);
}
bool BoundingSphere::Intersects(const Ray& ray, Real& distance) const
{
return CollisionsHelper::RayIntersectsSphere(ray, *this, distance);
}
bool BoundingSphere::Intersects(const Ray& ray, Real& 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
{
const Real radiisum = Radius + sphere.Radius;
const Real x = Center.X - sphere.Center.X;
const Real y = Center.Y - sphere.Center.Y;
const Real z = Center.Z - sphere.Center.Z;
return x * x + y * y + z * z <= radiisum * radiisum;
}
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 Float3* points, int32 pointsCount, BoundingSphere& result)
{
ASSERT(points && pointsCount > 0);
// Find the center of all points
Float3 center = Float3::Zero;
for (int32 i = 0; i < pointsCount; i++)
Float3::Add(points[i], center, center);
center /= (float)pointsCount;
// Find the radius of the sphere
float radius = 0.0f;
for (int32 i = 0; i < pointsCount; i++)
{
const float distance = Float3::DistanceSquared(center, points[i]);
if (distance > radius)
radius = distance;
}
// Construct the sphere
result.Center = center;
result.Radius = Math::Sqrt(radius);
}
void BoundingSphere::FromPoints(const Double3* points, int32 pointsCount, BoundingSphere& result)
{
ASSERT(points && pointsCount > 0);
// Find the center of all points
Double3 center = Double3::Zero;
for (int32 i = 0; i < pointsCount; i++)
Double3::Add(points[i], center, center);
center /= (double)pointsCount;
// Find the radius of the sphere
double radius = 0.0;
for (int32 i = 0; i < pointsCount; i++)
{
const double distance = Double3::DistanceSquared(center, points[i]);
if (distance > radius)
radius = distance;
}
// Construct the sphere
result.Center = center;
result.Radius = (Real)Math::Sqrt(radius);
}
void BoundingSphere::FromBox(const BoundingBox& box, BoundingSphere& result)
{
ASSERT(!box.Minimum.IsNanOrInfinity() && !box.Maximum.IsNanOrInfinity());
const Real x = box.Maximum.X - box.Minimum.X;
const Real y = box.Maximum.Y - box.Minimum.Y;
const Real 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 Real length = difference.Length();
const Real radius = value1.Radius;
const Real 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 Real min = Math::Min(-radius, length - radius2);
const Real 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 Real length = difference.Length();
const Real radius = value1.Radius;
if (radius >= length)
{
result = value1;
return;
}
const Vector3 vector = difference * (1.0f / length);
const Real min = Math::Min(-radius, length);
const Real 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();
}