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- /*
- ===========================================================================
- Doom 3 BFG Edition GPL Source Code
- Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
- Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation, either version 3 of the License, or
- (at your option) any later version.
- Doom 3 BFG Edition Source Code 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 General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
- If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
- ===========================================================================
- */
- #ifndef __BV_SPHERE_H__
- #define __BV_SPHERE_H__
- /*
- ===============================================================================
- Sphere
- ===============================================================================
- */
- class idSphere {
- public:
- idSphere();
- explicit idSphere( const idVec3 &point );
- explicit idSphere( const idVec3 &point, const float r );
- float operator[]( const int index ) const;
- float & operator[]( const int index );
- idSphere operator+( const idVec3 &t ) const; // returns tranlated sphere
- idSphere & operator+=( const idVec3 &t ); // translate the sphere
- idSphere operator+( const idSphere &s ) const;
- idSphere & operator+=( const idSphere &s );
- bool Compare( const idSphere &a ) const; // exact compare, no epsilon
- bool Compare( const idSphere &a, const float epsilon ) const; // compare with epsilon
- bool operator==( const idSphere &a ) const; // exact compare, no epsilon
- bool operator!=( const idSphere &a ) const; // exact compare, no epsilon
- void Clear(); // inside out sphere
- void Zero(); // single point at origin
- void SetOrigin( const idVec3 &o ); // set origin of sphere
- void SetRadius( const float r ); // set square radius
- const idVec3 & GetOrigin() const; // returns origin of sphere
- float GetRadius() const; // returns sphere radius
- bool IsCleared() const; // returns true if sphere is inside out
- bool AddPoint( const idVec3 &p ); // add the point, returns true if the sphere expanded
- bool AddSphere( const idSphere &s ); // add the sphere, returns true if the sphere expanded
- idSphere Expand( const float d ) const; // return bounds expanded in all directions with the given value
- idSphere & ExpandSelf( const float d ); // expand bounds in all directions with the given value
- idSphere Translate( const idVec3 &translation ) const;
- idSphere & TranslateSelf( const idVec3 &translation );
- float PlaneDistance( const idPlane &plane ) const;
- int PlaneSide( const idPlane &plane, const float epsilon = ON_EPSILON ) const;
- bool ContainsPoint( const idVec3 &p ) const; // includes touching
- bool IntersectsSphere( const idSphere &s ) const; // includes touching
- bool LineIntersection( const idVec3 &start, const idVec3 &end ) const;
- // intersection points are (start + dir * scale1) and (start + dir * scale2)
- bool RayIntersection( const idVec3 &start, const idVec3 &dir, float &scale1, float &scale2 ) const;
- // Tight sphere for a point set.
- void FromPoints( const idVec3 *points, const int numPoints );
- // Most tight sphere for a translation.
- void FromPointTranslation( const idVec3 &point, const idVec3 &translation );
- void FromSphereTranslation( const idSphere &sphere, const idVec3 &start, const idVec3 &translation );
- // Most tight sphere for a rotation.
- void FromPointRotation( const idVec3 &point, const idRotation &rotation );
- void FromSphereRotation( const idSphere &sphere, const idVec3 &start, const idRotation &rotation );
- void AxisProjection( const idVec3 &dir, float &min, float &max ) const;
- private:
- idVec3 origin;
- float radius;
- };
- extern idSphere sphere_zero;
- ID_INLINE idSphere::idSphere() {
- }
- ID_INLINE idSphere::idSphere( const idVec3 &point ) {
- origin = point;
- radius = 0.0f;
- }
- ID_INLINE idSphere::idSphere( const idVec3 &point, const float r ) {
- origin = point;
- radius = r;
- }
- ID_INLINE float idSphere::operator[]( const int index ) const {
- return ((float *) &origin)[index];
- }
- ID_INLINE float &idSphere::operator[]( const int index ) {
- return ((float *) &origin)[index];
- }
- ID_INLINE idSphere idSphere::operator+( const idVec3 &t ) const {
- return idSphere( origin + t, radius );
- }
- ID_INLINE idSphere &idSphere::operator+=( const idVec3 &t ) {
- origin += t;
- return *this;
- }
- ID_INLINE bool idSphere::Compare( const idSphere &a ) const {
- return ( origin.Compare( a.origin ) && radius == a.radius );
- }
- ID_INLINE bool idSphere::Compare( const idSphere &a, const float epsilon ) const {
- return ( origin.Compare( a.origin, epsilon ) && idMath::Fabs( radius - a.radius ) <= epsilon );
- }
- ID_INLINE bool idSphere::operator==( const idSphere &a ) const {
- return Compare( a );
- }
- ID_INLINE bool idSphere::operator!=( const idSphere &a ) const {
- return !Compare( a );
- }
- ID_INLINE void idSphere::Clear() {
- origin.Zero();
- radius = -1.0f;
- }
- ID_INLINE void idSphere::Zero() {
- origin.Zero();
- radius = 0.0f;
- }
- ID_INLINE void idSphere::SetOrigin( const idVec3 &o ) {
- origin = o;
- }
- ID_INLINE void idSphere::SetRadius( const float r ) {
- radius = r;
- }
- ID_INLINE const idVec3 &idSphere::GetOrigin() const {
- return origin;
- }
- ID_INLINE float idSphere::GetRadius() const {
- return radius;
- }
- ID_INLINE bool idSphere::IsCleared() const {
- return ( radius < 0.0f );
- }
- ID_INLINE bool idSphere::AddPoint( const idVec3 &p ) {
- if ( radius < 0.0f ) {
- origin = p;
- radius = 0.0f;
- return true;
- }
- else {
- float r = ( p - origin ).LengthSqr();
- if ( r > radius * radius ) {
- r = idMath::Sqrt( r );
- origin += ( p - origin ) * 0.5f * (1.0f - radius / r );
- radius += 0.5f * ( r - radius );
- return true;
- }
- return false;
- }
- }
- ID_INLINE bool idSphere::AddSphere( const idSphere &s ) {
- if ( radius < 0.0f ) {
- origin = s.origin;
- radius = s.radius;
- return true;
- }
- else {
- float r = ( s.origin - origin ).LengthSqr();
- if ( r > ( radius + s.radius ) * ( radius + s.radius ) ) {
- r = idMath::Sqrt( r );
- origin += ( s.origin - origin ) * 0.5f * (1.0f - radius / ( r + s.radius ) );
- radius += 0.5f * ( ( r + s.radius ) - radius );
- return true;
- }
- return false;
- }
- }
- ID_INLINE idSphere idSphere::Expand( const float d ) const {
- return idSphere( origin, radius + d );
- }
- ID_INLINE idSphere &idSphere::ExpandSelf( const float d ) {
- radius += d;
- return *this;
- }
- ID_INLINE idSphere idSphere::Translate( const idVec3 &translation ) const {
- return idSphere( origin + translation, radius );
- }
- ID_INLINE idSphere &idSphere::TranslateSelf( const idVec3 &translation ) {
- origin += translation;
- return *this;
- }
- ID_INLINE bool idSphere::ContainsPoint( const idVec3 &p ) const {
- if ( ( p - origin ).LengthSqr() > radius * radius ) {
- return false;
- }
- return true;
- }
- ID_INLINE bool idSphere::IntersectsSphere( const idSphere &s ) const {
- float r = s.radius + radius;
- if ( ( s.origin - origin ).LengthSqr() > r * r ) {
- return false;
- }
- return true;
- }
- ID_INLINE void idSphere::FromPointTranslation( const idVec3 &point, const idVec3 &translation ) {
- origin = point + 0.5f * translation;
- radius = idMath::Sqrt( 0.5f * translation.LengthSqr() );
- }
- ID_INLINE void idSphere::FromSphereTranslation( const idSphere &sphere, const idVec3 &start, const idVec3 &translation ) {
- origin = start + sphere.origin + 0.5f * translation;
- radius = idMath::Sqrt( 0.5f * translation.LengthSqr() ) + sphere.radius;
- }
- ID_INLINE void idSphere::FromPointRotation( const idVec3 &point, const idRotation &rotation ) {
- idVec3 end = rotation * point;
- origin = ( point + end ) * 0.5f;
- radius = idMath::Sqrt( 0.5f * ( end - point ).LengthSqr() );
- }
- ID_INLINE void idSphere::FromSphereRotation( const idSphere &sphere, const idVec3 &start, const idRotation &rotation ) {
- idVec3 end = rotation * sphere.origin;
- origin = start + ( sphere.origin + end ) * 0.5f;
- radius = idMath::Sqrt( 0.5f * ( end - sphere.origin ).LengthSqr() ) + sphere.radius;
- }
- ID_INLINE void idSphere::AxisProjection( const idVec3 &dir, float &min, float &max ) const {
- float d;
- d = dir * origin;
- min = d - radius;
- max = d + radius;
- }
- #endif /* !__BV_SPHERE_H__ */
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