quake4-sdk/source/idlib/bv/Sphere.h

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2007-06-15 00:00:00 +00:00
#ifndef __BV_SPHERE_H__
#define __BV_SPHERE_H__
/*
===============================================================================
Sphere
===============================================================================
*/
class idSphere {
public:
idSphere( void );
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( void ); // inside out sphere
void Zero( void ); // single point at origin
void SetOrigin( const idVec3 &o ); // set origin of sphere
void SetRadius( const float r ); // set square radius
const idVec3 & GetOrigin( void ) const; // returns origin of sphere
float GetRadius( void ) const; // returns sphere radius
bool IsCleared( void ) 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( void ) {
}
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( void ) {
origin.Zero();
radius = -1.0f;
}
ID_INLINE void idSphere::Zero( void ) {
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( void ) const {
return origin;
}
ID_INLINE float idSphere::GetRadius( void ) const {
return radius;
}
ID_INLINE bool idSphere::IsCleared( void ) 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__ */