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- #include "BsSphere.h"
- #include "BsRay.h"
- #include "BsPlane.h"
- #include "BsAABox.h"
- namespace BansheeEngine
- {
- void Sphere::merge(const Sphere& rhs)
- {
- Vector3 newCenter = (mCenter + rhs.mCenter) * 0.5f;
- float newRadiusA = newCenter.distance(mCenter) + getRadius();
- float newRadiusB = newCenter.distance(rhs.mCenter) + rhs.getRadius();
-
- mCenter = newCenter;
- mRadius = std::max(newRadiusA, newRadiusB);
- }
- void Sphere::merge(const Vector3& point)
- {
- float dist = point.distance(mCenter);
- mRadius = std::max(mRadius, dist);
- }
- void Sphere::transform(const Matrix4& matrix)
- {
- Vector3 edge = mCenter + Vector3::UNIT_X * mRadius;
- mCenter = matrix.multiplyAffine(mCenter);
- edge = matrix.multiplyAffine(edge);
- mRadius = mCenter.distance(edge);
- }
- std::pair<bool, float> Sphere::intersects(const Ray& ray, bool discardInside) const
- {
- const Vector3& raydir = ray.getDirection();
- const Vector3& rayorig = ray.getOrigin() - getCenter();
- float radius = getRadius();
- // Check origin inside first
- if (rayorig.squaredLength() <= radius*radius && discardInside)
- {
- return std::pair<bool, float>(true, 0.0f);
- }
- // t = (-b +/- sqrt(b*b + 4ac)) / 2a
- float a = raydir.dot(raydir);
- float b = 2 * rayorig.dot(raydir);
- float c = rayorig.dot(rayorig) - radius*radius;
- // Determinant
- float d = (b*b) - (4 * a * c);
- if (d < 0)
- {
- // No intersection
- return std::pair<bool, float>(false, 0.0f);
- }
- else
- {
- // If d == 0 there is one intersection, if d > 0 there are 2.
- // We only return the first one.
-
- float t = ( -b - Math::sqrt(d) ) / (2 * a);
- if (t < 0)
- t = ( -b + Math::sqrt(d) ) / (2 * a);
- return std::pair<bool, float>(true, t);
- }
- }
- bool Sphere::intersects(const Plane& plane) const
- {
- return (Math::abs(plane.getDistance(getCenter())) <= getRadius());
- }
- bool Sphere::intersects(const AABox& box) const
- {
- return box.intersects(*this);
- }
- }
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