doom3-bfg/neo/idlib/bv/Sphere.h

315 lines
9 KiB
C++

/*
===========================================================================
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__ */