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/********************************************************************************
* *
* S i n g l e - P r e c i s i o n S p h e r e C l a s s *
* *
*********************************************************************************
* Copyright (C) 2004,2022 by Jeroen van der Zijp. All Rights Reserved. *
*********************************************************************************
* This library is free software; you can redistribute it and/or modify *
* it under the terms of the GNU Lesser General Public License as published by *
* the Free Software Foundation; either version 3 of the License, or *
* (at your option) any later version. *
* *
* This library is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU Lesser General Public License for more details. *
* *
* You should have received a copy of the GNU Lesser General Public License *
* along with this program. If not, see <http://www.gnu.org/licenses/> *
********************************************************************************/
#include "xincs.h"
#include "fxver.h"
#include "fxdefs.h"
#include "fxmath.h"
#include "FXArray.h"
#include "FXHash.h"
#include "FXStream.h"
#include "FXVec2f.h"
#include "FXVec3f.h"
#include "FXVec4f.h"
#include "FXSpheref.h"
#include "FXRangef.h"
#include "FXMat3f.h"
#include "FXMat4f.h"
/*
Notes:
- Negative radius represents empty bounding sphere.
*/
using namespace FX;
/************************** S p h e r e C l a s s *************************/
namespace FX {
// Initialize from bounding box
FXSpheref::FXSpheref(const FXRangef& bounds):center(bounds.center()),radius(bounds.diameter()*0.5f){
}
// Test if sphere contains point x,y,z
FXbool FXSpheref::contains(FXfloat x,FXfloat y,FXfloat z) const {
return 0.0f<=radius && Math::sqr(center.x-x)+Math::sqr(center.y-y)+Math::sqr(center.z-z)<=Math::sqr(radius);
}
// Test if sphere contains point p
FXbool FXSpheref::contains(const FXVec3f& p) const {
return contains(p.x,p.y,p.z);
}
// Test if sphere contains another box
FXbool FXSpheref::contains(const FXRangef& box) const {
if(box.lower.x<=box.upper.x && box.lower.y<=box.upper.y && box.lower.z<=box.upper.z){
return contains(box.corner(0)) && contains(box.corner(1)) && contains(box.corner(2)) && contains(box.corner(3)) && contains(box.corner(4)) && contains(box.corner(5)) && contains(box.corner(6)) && contains(box.corner(7));
}
return false;
}
// Test if sphere properly contains another sphere
FXbool FXSpheref::contains(const FXSpheref& sphere) const {
if(0.0f<=sphere.radius && sphere.radius<=radius){
FXfloat dx=center.x-sphere.center.x;
FXfloat dy=center.y-sphere.center.y;
FXfloat dz=center.z-sphere.center.z;
return sphere.radius+Math::sqrt(dx*dx+dy*dy+dz*dz)<=radius;
}
return false;
}
// Include point
FXSpheref& FXSpheref::include(FXfloat x,FXfloat y,FXfloat z){
if(0.0f<=radius){
FXfloat dx=x-center.x;
FXfloat dy=y-center.y;
FXfloat dz=z-center.z;
FXfloat dist=Math::sqrt(dx*dx+dy*dy+dz*dz);
if(radius<dist){
FXfloat newradius=0.5f*(radius+dist);
FXfloat delta=(newradius-radius);
center.x+=delta*dx/dist;
center.y+=delta*dy/dist;
center.z+=delta*dz/dist;
radius=newradius;
}
return *this;
}
center.x=x;
center.y=y;
center.z=z;
radius=0.0f;
return *this;
}
// Include point
FXSpheref& FXSpheref::include(const FXVec3f& p){
return include(p.x,p.y,p.z);
}
// Expand radius to include point
FXSpheref& FXSpheref::includeInRadius(FXfloat x,FXfloat y,FXfloat z){
if(0.0f<=radius){
FXfloat dx=x-center.x;
FXfloat dy=y-center.y;
FXfloat dz=z-center.z;
FXfloat dist=Math::sqrt(dx*dx+dy*dy+dz*dz);
if(radius<dist) radius=dist;
return *this;
}
center.x=x;
center.y=y;
center.z=z;
radius=0.0f;
return *this;
}
// Expand radius to include point
FXSpheref& FXSpheref::includeInRadius(const FXVec3f& p){
return includeInRadius(p.x,p.y,p.z);
}
// Include given range into this one
FXSpheref& FXSpheref::include(const FXRangef& box){
if(box.lower.x<=box.upper.x && box.lower.y<=box.upper.y && box.lower.z<=box.upper.z){
if(0.0f<=radius){
include(box.corner(0));
include(box.corner(7));
include(box.corner(1));
include(box.corner(6));
include(box.corner(2));
include(box.corner(5));
include(box.corner(3));
include(box.corner(4));
return *this;
}
center=box.center();
radius=box.radius();
}
return *this;
}
// Expand radius to include box
FXSpheref& FXSpheref::includeInRadius(const FXRangef& box){
if(box.lower.x<=box.upper.x && box.lower.y<=box.upper.y && box.lower.z<=box.upper.z){
if(0.0f<=radius){
includeInRadius(box.corner(0));
includeInRadius(box.corner(7));
includeInRadius(box.corner(1));
includeInRadius(box.corner(6));
includeInRadius(box.corner(2));
includeInRadius(box.corner(5));
includeInRadius(box.corner(3));
includeInRadius(box.corner(4));
return *this;
}
center=box.center();
radius=box.radius();
}
return *this;
}
// Include given sphere into this one
FXSpheref& FXSpheref::include(const FXSpheref& sphere){
if(0.0f<=sphere.radius){
if(0.0f<=radius){
FXfloat dx=sphere.center.x-center.x;
FXfloat dy=sphere.center.y-center.y;
FXfloat dz=sphere.center.z-center.z;
FXfloat dist=Math::sqrt(dx*dx+dy*dy+dz*dz);
if(sphere.radius<dist+radius){
if(radius<dist+sphere.radius){
FXfloat newradius=0.5f*(radius+dist+sphere.radius);
FXfloat delta=(newradius-radius);
center.x+=delta*dx/dist;
center.y+=delta*dy/dist;
center.z+=delta*dz/dist;
radius=newradius;
}
return *this;
}
}
center=sphere.center;
radius=sphere.radius;
}
return *this;
}
// Expand radius to include sphere
FXSpheref& FXSpheref::includeInRadius(const FXSpheref& sphere){
if(0.0f<=sphere.radius){
if(0.0f<=radius){
FXfloat dx=sphere.center.x-center.x;
FXfloat dy=sphere.center.y-center.y;
FXfloat dz=sphere.center.z-center.z;
FXfloat dist=Math::sqrt(dx*dx+dy*dy+dz*dz)+sphere.radius;
if(radius<dist) radius=dist;
return *this;
}
center=sphere.center;
radius=sphere.radius;
}
return *this;
}
// Intersect sphere with normalized plane ax+by+cz+w; returns -1,0,+1
FXint FXSpheref::intersect(const FXVec4f& plane) const {
FXfloat dist=plane.distance(center);
// Upper point on negative side of plane
if(dist<=-radius) return -1;
// Lower point on positive side of plane
if(dist>=radius) return 1;
// Overlap
return 0;
}
// Intersect sphere with ray u-v
FXbool FXSpheref::intersect(const FXVec3f& u,const FXVec3f& v) const {
FXfloat hits[2];
return intersect(u,v-u,hits) && 0.0f<=hits[1] && hits[0]<=1.0f;
}
// Intersect box with ray pos+lambda*dir, returning true if hit
FXbool FXSpheref::intersect(const FXVec3f& pos,const FXVec3f& dir,FXfloat hit[]) const {
if(0.0f<=radius){
FXVec3f m=center-pos;
FXfloat m2=m.length2();
FXfloat d2=dir.length2();
FXfloat r2=radius*radius;
FXfloat b=dir*m;
FXfloat disc=b*b-d2*(m2-r2);
if(0.0f<=disc){
disc=Math::sqrt(disc);
hit[0]=(-b-disc)/d2;
hit[1]=(-b+disc)/d2;
return true;
}
}
return false;
}
// Test if box overlaps with sphere (QRI Larsson, Moeller, Lengyel)
FXbool overlap(const FXSpheref& a,const FXRangef& b){
if(0.0f<=a.radius){
FXfloat e1,e2,e3;
if((e1=Math::fmax(b.lower.x-a.center.x,0.0f)+Math::fmax(a.center.x-b.upper.x,0.0f))>a.radius) return false;
if((e2=Math::fmax(b.lower.y-a.center.y,0.0f)+Math::fmax(a.center.y-b.upper.y,0.0f))>a.radius) return false;
if((e3=Math::fmax(b.lower.z-a.center.z,0.0f)+Math::fmax(a.center.z-b.upper.z,0.0f))>a.radius) return false;
return e1*e1+e2*e2+e3*e3<=a.radius*a.radius;
}
return false;
}
// Test if box overlaps with sphere; algorithm due to Arvo (GEMS I)
FXbool overlap(const FXRangef& a,const FXSpheref& b){
return overlap(b,a);
}
// Test if spheres overlap
FXbool overlap(const FXSpheref& a,const FXSpheref& b){
if(0.0f<=a.radius && 0.0f<=b.radius){
FXfloat dx=a.center.x-b.center.x;
FXfloat dy=a.center.y-b.center.y;
FXfloat dz=a.center.z-b.center.z;
return (dx*dx+dy*dy+dz*dz)<Math::sqr(a.radius+b.radius);
}
return false;
}
// Transform sphere by 4x4 matrix
FXSpheref FXSpheref::transform(const FXMat4f& mat) const {
if(!empty()){
FXfloat xd=mat[0][0]*mat[0][0]+mat[0][1]*mat[0][1]+mat[0][2]*mat[0][2];
FXfloat yd=mat[1][0]*mat[1][0]+mat[1][1]*mat[1][1]+mat[1][2]*mat[1][2];
FXfloat zd=mat[2][0]*mat[2][0]+mat[2][1]*mat[2][1]+mat[2][2]*mat[2][2];
return FXSpheref(center*mat,radius*Math::sqrt(Math::fmax(Math::fmax(xd,yd),zd)));
}
return FXSpheref(center*mat,radius);
}
// Saving
FXStream& operator<<(FXStream& store,const FXSpheref& sphere){
store << sphere.center << sphere.radius;
return store;
}
// Loading
FXStream& operator>>(FXStream& store,FXSpheref& sphere){
store >> sphere.center >> sphere.radius;
return store;
}
}
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