Files
FlaxEngine/Source/Engine/Core/Math/BoundingSphere.cpp
2020-12-07 23:40:54 +01:00

197 lines
5.5 KiB
C++

// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
#include "BoundingSphere.h"
#include "BoundingBox.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<float>(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());
Vector3::Lerp(box.Minimum, box.Maximum, 0.5f, result.Center);
const float x = box.Minimum.X - box.Maximum.X;
const float y = box.Minimum.Y - box.Maximum.Y;
const float z = box.Minimum.Z - box.Maximum.Z;
const float distance = Math::Sqrt(x * x + y * y + z * z);
result.Radius = distance * 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;
}