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- //
- // Urho3D Engine
- // Copyright (c) 2008-2011 Lasse Öörni
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to deal
- // in the Software without restriction, including without limitation the rights
- // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- // copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- // THE SOFTWARE.
- //
- #pragma once
- #include "Vector3.h"
- class BoundingBox;
- class Frustum;
- class Ray;
- /// Sphere in three-dimensional space
- class Sphere
- {
- public:
- /// Construct an undefined sphere
- Sphere() :
- defined_(false)
- {
- }
-
- /// Copy-construct from another sphere
- Sphere(const Sphere& sphere) :
- center_(sphere.center_),
- radius_(sphere.radius_),
- defined_(sphere.defined_)
- {
- }
-
- /// Construct from center and radius
- Sphere(const Vector3& center, float radius) :
- center_(center),
- radius_(radius),
- defined_(true)
- {
- }
-
- /// Assign from another sphere
- Sphere& operator = (const Sphere& rhs)
- {
- center_ = rhs.center_;
- radius_ = rhs.radius_;
- defined_ = rhs.defined_;
-
- return *this;
- }
-
- /// Test for equality with another sphere
- bool operator == (const Sphere& rhs) const { return (center_ == rhs.center_) && (radius_ == rhs.radius_); }
-
- /// Test for inequality with another sphere
- bool operator != (const Sphere& rhs) const { return (center_ != rhs.center_) || (radius_ != rhs.radius_); }
-
- /// Define from center and radius
- void Define(const Vector3& center, float radius)
- {
- center_ = center;
- radius_ = radius;
- defined_ = true;
- }
-
- /// Define from an array of vertices
- void Define(const Vector3* vertices, unsigned count);
- /// Define from a boundingBox
- void Define(const BoundingBox& box);
- /// Define from a frustum
- void Define(const Frustum& frustum);
-
- /// Merge a point
- void Merge(const Vector3& point)
- {
- if (!defined_)
- {
- center_ = point;
- radius_ = 0.0f;
- defined_ = true;
- return;
- }
-
- Vector3 offset = point - center_;
- float dist = offset.Length();
- if (dist > radius_)
- {
- float half = (dist - radius_) * 0.5f;
- radius_ += half;
- center_ += (half / dist) * offset;
- }
- }
-
- /// Merge an array of vertices
- void Merge(const Vector3* vertices, unsigned count);
- /// Merge a bounding box
- void Merge(const BoundingBox& box);
- /// Merge a frustum
- void Merge(const Frustum& frustum);
- /// Merge a sphere
- void Merge(const Sphere& sphere);
-
- /// Test if a point is inside
- Intersection IsInside(const Vector3& point) const
- {
- float distSquared = (point - center_).LengthSquared();
-
- if (distSquared < radius_ * radius_)
- return INSIDE;
- else
- return OUTSIDE;
- }
-
- /// Test if another sphere is inside, outside or intersects
- Intersection IsInside(const Sphere& sphere) const
- {
- float dist = (sphere.center_ - center_).Length();
-
- if (dist >= sphere.radius_ + radius_)
- return OUTSIDE;
- if (dist + sphere.radius_ < radius_)
- return INSIDE;
- return INTERSECTS;
- }
-
- /// Test if another sphere is (partially) inside or outside
- Intersection IsInsideFast(const Sphere& sphere) const
- {
- float distSquared = (sphere.center_ - center_).LengthSquared();
- float combined = sphere.radius_ + radius_;
-
- if (distSquared >= combined * combined)
- return OUTSIDE;
- else
- return INSIDE;
- }
-
- /// Test if a bounding box is inside, outside or intersects
- Intersection IsInside(const BoundingBox& box) const;
- /// Test if a bounding box is (partially) inside or outside
- Intersection IsInsideFast(const BoundingBox& box) const;
- /// Return distance to a ray, or infinity if no intersection
- float Distance(const Ray& ray) const;
-
- /// Sphere center
- Vector3 center_;
- /// Sphere radius
- float radius_;
- /// Defined flag
- bool defined_;
- };
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