// Copyright (C) 2007 Id Software, Inc. // #include "../precompiled.h" #pragma hdrstop idSphere sphere_zero( vec3_zero, 0.0f ); /* ================ idSphere::PlaneDistance ================ */ float idSphere::PlaneDistance( const idPlane &plane ) const { float d; d = plane.Distance( origin ); if ( d > radius ) { return d - radius; } if ( d < -radius ) { return d + radius; } return 0.0f; } /* ================ idSphere::PlaneSide ================ */ int idSphere::PlaneSide( const idPlane &plane, const float epsilon ) const { float d; d = plane.Distance( origin ); if ( d > radius + epsilon ) { return PLANESIDE_FRONT; } if ( d < -radius - epsilon ) { return PLANESIDE_BACK; } return PLANESIDE_CROSS; } /* ============ idSphere::LineIntersection Returns true if the line intersects the sphere between the start and end point. ============ */ bool idSphere::LineIntersection( const idVec3 &start, const idVec3 &end ) const { idVec3 r, s, e; float a; s = start - origin; e = end - origin; r = e - s; a = -s * r; if ( a <= 0 ) { return ( s * s < radius * radius ); } else if ( a >= r * r ) { return ( e * e < radius * radius ); } else { r = s + ( a / ( r * r ) ) * r; return ( r * r < radius * radius ); } } /* ============ idSphere::RayIntersection Returns true if the ray intersects the sphere. The ray can intersect the sphere in both directions from the start point. If start is inside the sphere then scale1 < 0 and scale2 > 0. ============ */ bool idSphere::RayIntersection( const idVec3 &start, const idVec3 &dir, float &scale1, float &scale2 ) const { double a, b, c, d, sqrtd; idVec3 p; p = start - origin; a = dir * dir; b = dir * p; c = p * p - radius * radius; d = b * b - c * a; if ( d < 0.0f ) { return false; } sqrtd = idMath::Sqrt( d ); a = 1.0f / a; scale1 = ( -b + sqrtd ) * a; scale2 = ( -b - sqrtd ) * a; return true; } /* ============ idSphere::FromPoints Tight sphere for a point set. ============ */ void idSphere::FromPoints( const idVec3 *points, const int numPoints ) { int i; float radiusSqr, dist; idVec3 mins, maxs; SIMDProcessor->MinMax( mins, maxs, points, numPoints ); origin = ( mins + maxs ) * 0.5f; radiusSqr = 0.0f; for ( i = 0; i < numPoints; i++ ) { dist = ( points[i] - origin ).LengthSqr(); if ( dist > radiusSqr ) { radiusSqr = dist; } } radius = idMath::Sqrt( radiusSqr ); } /* ============ idSphere::IntersectsBounds ============ */ bool idSphere::IntersectsBounds( const idBounds& bounds ) const { const idVec3& mins = bounds.GetMins(); const idVec3& maxs = bounds.GetMaxs(); float dmin = 0; int i; for( i = 0; i < 3; i++ ) { if( origin[ i ] < mins[ i ] ) { dmin += Square( origin[ i ] - mins[ i ] ); } else if( origin[ i ] > maxs[ i ] ) { dmin += Square( origin[ i ] - maxs[ i ] ); } } return dmin <= Square( radius ); }