// Copyright (C) 2007 Id Software, Inc. // #ifndef __BV_SPHERE_H__ #define __BV_SPHERE_H__ /* =============================================================================== Sphere =============================================================================== */ class idBounds; 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 IntersectsBounds( const idBounds& bounds ) const; 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__ */