| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324 |
- #include "Base.h"
- #include "BoundingSphere.h"
- #include "BoundingBox.h"
- namespace gameplay
- {
- BoundingSphere::BoundingSphere()
- : radius(0)
- {
- }
- BoundingSphere::BoundingSphere(const Vector3& center, float radius)
- {
- set(center, radius);
- }
- BoundingSphere::BoundingSphere(const BoundingSphere& copy)
- {
- set(copy);
- }
- BoundingSphere::~BoundingSphere()
- {
- }
- const BoundingSphere& BoundingSphere::empty()
- {
- static BoundingSphere s;
- return s;
- }
- bool BoundingSphere::intersects(const BoundingSphere& sphere) const
- {
- // If the distance between the spheres' centers is less than or equal
- // to the sum of their radii, then the spheres intersect.
- float vx = sphere.center.x - center.x;
- float vy = sphere.center.y - center.y;
- float vz = sphere.center.z - center.z;
- return sqrt(vx * vx + vy * vy + vz * vz) <= (radius + sphere.radius);
- }
- bool BoundingSphere::intersects(const BoundingBox& box) const
- {
- // Determine what point is closest; if the distance to that
- // point is less than the radius, then this sphere intersects.
- float cpX = center.x;
- float cpY = center.y;
- float cpZ = center.z;
- const Vector3& boxMin = box.min;
- const Vector3& boxMax = box.max;
- // Closest x value.
- if (center.x < boxMin.x)
- {
- cpX = boxMin.x;
- }
- else if (center.x > boxMax.x)
- {
- cpX = boxMax.x;
- }
- // Closest y value.
- if (center.y < boxMin.y)
- {
- cpY = boxMin.y;
- }
- else if (center.y > boxMax.y)
- {
- cpY = boxMax.y;
- }
- // Closest z value.
- if (center.z < boxMin.z)
- {
- cpZ = boxMin.z;
- }
- else if (center.z > boxMax.z)
- {
- cpZ = boxMax.z;
- }
- // Find the distance to the closest point and see if it is less than or equal to the radius.
- cpX -= center.x;
- cpY -= center.y;
- cpZ -= center.z;
- return sqrt(cpX * cpX + cpY * cpY + cpZ * cpZ) <= radius;
- }
- bool BoundingSphere::intersects(const Frustum& frustum) const
- {
- // The sphere must either intersect or be in the positive half-space of all six planes of the frustum.
- return (intersects(frustum.getNear()) != Plane::INTERSECTS_BACK &&
- intersects(frustum.getFar()) != Plane::INTERSECTS_BACK &&
- intersects(frustum.getLeft()) != Plane::INTERSECTS_BACK &&
- intersects(frustum.getRight()) != Plane::INTERSECTS_BACK &&
- intersects(frustum.getBottom()) != Plane::INTERSECTS_BACK &&
- intersects(frustum.getTop()) != Plane::INTERSECTS_BACK );
- }
- float BoundingSphere::intersects(const Plane& plane) const
- {
- float distance = plane.distance(center);
- if (fabsf(distance) <= radius)
- {
- return Plane::INTERSECTS_INTERSECTING;
- }
- else if (distance > 0.0f)
- {
- return Plane::INTERSECTS_FRONT;
- }
- else
- {
- return Plane::INTERSECTS_BACK;
- }
- }
- float BoundingSphere::intersects(const Ray& ray) const
- {
- const Vector3& origin = ray.getOrigin();
- const Vector3& direction = ray.getDirection();
- // Calculate the vector and the square of the distance from the ray's origin to this sphere's center.
- float vx = origin.x - center.x;
- float vy = origin.y - center.y;
- float vz = origin.z - center.z;
- float d2 = vx * vx + vy * vy + vz * vz;
- // Solve the quadratic equation using the ray's and sphere's equations together.
- // Since the ray's direction is guaranteed to be 1 by the Ray, we don't need to
- // calculate and use A (A=ray.getDirection().lengthSquared()).
- float B = 2.0f * (vx * direction.x + vy * direction.y + vz * direction.z);
- float C = d2 - radius * radius;
- float discriminant = B * B - 4.0f * C;
- // If the discriminant is negative, then there is no intersection.
- if (discriminant < 0.0f)
- {
- return Ray::INTERSECTS_NONE;
- }
- else
- {
- // The intersection is at the smaller positive root.
- float sqrtDisc = sqrt(discriminant);
- float t0 = (-B - sqrtDisc) * 0.5f;
- float t1 = (-B + sqrtDisc) * 0.5f;
- return (t0 > 0.0f && t0 < t1) ? t0 : t1;
- }
- }
- bool BoundingSphere::isEmpty() const
- {
- return radius == 0.0f;
- }
- void BoundingSphere::merge(const BoundingSphere& sphere)
- {
- if (sphere.isEmpty())
- return;
- // Calculate the distance between the two centers.
- float vx = center.x - sphere.center.x;
- float vy = center.y - sphere.center.y;
- float vz = center.z - sphere.center.z;
- float d = sqrt(vx * vx + vy * vy + vz * vz);
- // If one sphere is contained inside the other, set to the larger sphere.
- if (d <= (sphere.radius - radius))
- {
- center = sphere.center;
- radius = sphere.radius;
- return;
- }
- else if (d <= (radius - sphere.radius))
- {
- return;
- }
- // Calculate the unit vector between the two centers.
- GP_ASSERT(d != 0.0f);
- float dI = 1.0f / d;
- vx *= dI;
- vy *= dI;
- vz *= dI;
- // Calculate the new radius.
- float r = (radius + sphere.radius + d) * 0.5f;
- // Calculate the new center.
- float scaleFactor = (r - sphere.radius);
- vx = vx * scaleFactor + sphere.center.x;
- vy = vy * scaleFactor + sphere.center.y;
- vz = vz * scaleFactor + sphere.center.z;
- // Set the new center and radius.
- center.x = vx;
- center.y = vy;
- center.z = vz;
- radius = r;
- }
- void BoundingSphere::merge(const BoundingBox& box)
- {
- if (box.isEmpty())
- return;
- const Vector3& min = box.min;
- const Vector3& max = box.max;
- // Find the corner of the bounding box that is farthest away from this sphere's center.
- float v1x = min.x - center.x;
- float v1y = min.y - center.y;
- float v1z = min.z - center.z;
- float v2x = max.x - center.x;
- float v2y = max.y - center.y;
- float v2z = max.z - center.z;
- float fx = min.x;
- float fy = min.y;
- float fz = min.z;
- if (v2x > v1x)
- {
- fx = max.x;
- }
- if (v2y > v1y)
- {
- fy = max.y;
- }
- if (v2z > v1z)
- {
- fz = max.z;
- }
- // Calculate the unit vector and the distance between the center and the farthest point.
- v1x = center.x - fx;
- v1y = center.y - fy;
- v1z = center.z - fz;
- float distance = sqrt(v1x * v1x + v1y * v1y + v1z * v1z);
- // If the box is inside the sphere, we are done.
- if (distance <= radius)
- {
- return;
- }
- // Calculate the unit vector between the center and the farthest point.
- GP_ASSERT(distance != 0.0f);
- float dI = 1.0f / distance;
- v1x *= dI;
- v1y *= dI;
- v1z *= dI;
- // Calculate the new radius.
- float r = (radius + distance) * 0.5f;
- // Calculate the new center.
- v1x = v1x * r + fx;
- v1y = v1y * r + fy;
- v1z = v1z * r + fz;
- // Set the new center and radius.
- center.x = v1x;
- center.y = v1y;
- center.z = v1z;
- radius = r;
- }
- void BoundingSphere::set(const Vector3& center, float radius)
- {
- this->center = center;
- this->radius = radius;
- }
- void BoundingSphere::set(const BoundingSphere& sphere)
- {
- center = sphere.center;
- radius = sphere.radius;
- }
- void BoundingSphere::set(const BoundingBox& box)
- {
- center.x = (box.min.x + box.max.x) * 0.5f;
- center.y = (box.min.y + box.max.y) * 0.5f;
- center.z = (box.min.z + box.max.z) * 0.5f;
- radius = center.distance(box.max);
- }
- void BoundingSphere::transform(const Matrix& matrix)
- {
- // Translate the center point.
- matrix.transformPoint(center, ¢er);
- // Scale the sphere's radius by the scale fo the matrix
- Vector3 scale;
- matrix.decompose(&scale, NULL, NULL);
- float r = radius * scale.x;
- r = max(r, radius * scale.y);
- r = max(r, radius * scale.z);
- radius = r;
- }
- float BoundingSphere::distance(const BoundingSphere& sphere, const Vector3& point)
- {
- return sqrt((point.x - sphere.center.x) * (point.x - sphere.center.x) +
- (point.y - sphere.center.y) * (point.y - sphere.center.x) +
- (point.z - sphere.center.z) * (point.z - sphere.center.x));
- }
- bool BoundingSphere::contains(const BoundingSphere& sphere, Vector3* points, unsigned int count)
- {
- for (unsigned int i = 0; i < count; i++)
- {
- if (distance(sphere, points[i]) > sphere.radius)
- {
- return false;
- }
- }
- return true;
- }
- }
|