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- // Copyright (c) 2008-2023 the Urho3D project
- // License: MIT
- #pragma once
- #include "../Math/Vector3.h"
- namespace Urho3D
- {
- class BoundingBox;
- class Polyhedron;
- class Frustum;
- /// %Sphere in three-dimensional space.
- /// @allfloats
- class URHO3D_API Sphere
- {
- public:
- /// Construct undefined.
- Sphere() noexcept :
- center_(Vector3::ZERO),
- radius_(-M_INFINITY)
- {
- }
- /// Copy-construct from another sphere.
- Sphere(const Sphere& sphere) noexcept = default;
- /// Construct from center and radius.
- Sphere(const Vector3& center, float radius) noexcept :
- center_(center),
- radius_(radius)
- {
- }
- /// Construct from an array of vertices.
- Sphere(const Vector3* vertices, i32 count) noexcept
- {
- Define(vertices, count);
- }
- /// Construct from a bounding box.
- explicit Sphere(const BoundingBox& box) noexcept
- {
- Define(box);
- }
- /// Construct from a frustum.
- explicit Sphere(const Frustum& frustum) noexcept
- {
- Define(frustum);
- }
- /// Construct from a polyhedron.
- explicit Sphere(const Polyhedron& poly) noexcept
- {
- Define(poly);
- }
- /// Assign from another sphere.
- Sphere& operator =(const Sphere& rhs) noexcept = default;
- /// 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 another sphere.
- void Define(const Sphere& sphere)
- {
- Define(sphere.center_, sphere.radius_);
- }
- /// Define from center and radius.
- void Define(const Vector3& center, float radius)
- {
- center_ = center;
- radius_ = radius;
- }
- /// Define from an array of vertices.
- void Define(const Vector3* vertices, i32 count);
- /// Define from a bounding box.
- void Define(const BoundingBox& box);
- /// Define from a frustum.
- void Define(const Frustum& frustum);
- /// Define from a polyhedron.
- void Define(const Polyhedron& poly);
- /// Merge a point.
- void Merge(const Vector3& point)
- {
- if (radius_ < 0.0f)
- {
- center_ = point;
- radius_ = 0.0f;
- 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, i32 count);
- /// Merge a bounding box.
- void Merge(const BoundingBox& box);
- /// Merge a frustum.
- void Merge(const Frustum& frustum);
- /// Merge a polyhedron.
- void Merge(const Polyhedron& poly);
- /// Merge a sphere.
- void Merge(const Sphere& sphere);
- /// Clear to undefined state.
- void Clear()
- {
- center_ = Vector3::ZERO;
- radius_ = -M_INFINITY;
- }
- /// Return true if this sphere is defined via a previous call to Define() or Merge().
- bool Defined() const
- {
- return radius_ >= 0.0f;
- }
- /// 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;
- else if (dist + sphere.radius_ < radius_)
- return INSIDE;
- else
- 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 of a point to the surface, or 0 if inside.
- float Distance(const Vector3& point) const { return Max((point - center_).Length() - radius_, 0.0f); }
- /// Return point on the sphere relative to sphere position.
- Vector3 GetLocalPoint(float theta, float phi) const;
- /// Return point on the sphere.
- Vector3 GetPoint(float theta, float phi) const { return center_ + GetLocalPoint(theta, phi); }
- /// Sphere center.
- Vector3 center_;
- /// Sphere radius.
- float radius_{};
- };
- }
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