6e8fbca745
match the genesis editor version 1.3.0.653.
188 lines
5.2 KiB
Objective-C
188 lines
5.2 KiB
Objective-C
/****************************************************************************
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Copyright (c) 2004, Radon Labs GmbH
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#pragma once
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#ifndef MATH_SPHERE_H
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#define MATH_SPHERE_H
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//------------------------------------------------------------------------------
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/**
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@class Math::sphere
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A 3-dimensional sphere.
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(C) 2004 RadonLabs GmbH
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*/
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#include "math/vector.h"
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#include "math/point.h"
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#include "math/bbox.h"
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#include "math/matrix44.h"
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#include "math/rectangle.h"
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#include "math/clipstatus.h"
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//------------------------------------------------------------------------------
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namespace Math
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{
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class sphere
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{
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public:
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/// default constructor
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sphere();
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/// pos/radius constructor
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sphere(const point& _p, scalar _r);
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/// x,y,z,r constructor
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sphere(scalar _x, scalar _y, scalar _z, scalar _r);
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/// copy constructor
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sphere(const sphere& rhs);
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/// set position and radius
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void set(const point& _p, scalar _r);
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/// set x,y,z, radius
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void set(scalar _x, scalar _y, scalar _z, scalar _r);
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/// return true if box is completely inside sphere
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/// transform bounding box
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void transform(const matrix44& m);
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bool inside(const bbox& box) const;
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/// check if 2 spheres overlap
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bool intersects(const sphere& s) const;
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/// check if sphere intersects box
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bool intersects(const bbox& box) const;
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/// check if 2 moving sphere have contact
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bool intersect_sweep(const vector& va, const sphere& sb, const vector& vb, scalar& u0, scalar& u1) const;
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/// project sphere to screen rectangle (right handed coordinate system)
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rectangle<scalar> project_screen_rh(const matrix44& modelView, const matrix44& projection, scalar nearZ) const;
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/// get clip status of box against sphere
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ClipStatus::Type clipstatus(const bbox& box) const;
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point p;
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scalar r;
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};
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//------------------------------------------------------------------------------
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/**
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*/
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inline
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sphere::sphere() :
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r(1.0f)
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{
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// empty
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline
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sphere::sphere(const point& _p, scalar _r) :
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p(_p),
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r(_r)
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{
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// empty
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline
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sphere::sphere(scalar _x, scalar _y, scalar _z, scalar _r) :
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p(_x, _y, _z),
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r(_r)
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{
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// empty
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline
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sphere::sphere(const sphere& rhs) :
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p(rhs.p),
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r(rhs.r)
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{
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// empty
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline void
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sphere::set(const point& _p, scalar _r)
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{
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this->p = _p;
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this->r = _r;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline void
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sphere::set(scalar _x, scalar _y, scalar _z, scalar _r)
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{
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this->p.set(_x, _y, _z);
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this->r = _r;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline bool
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sphere::intersects(const sphere& s) const
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{
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vector d(s.p - p);
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scalar rsum = s.r + r;
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return (d.lengthsq() <= (rsum * rsum));
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}
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//------------------------------------------------------------------------------
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/**
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Return true if the bounding box is inside the sphere.
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*/
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inline bool
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sphere::inside(const bbox& box) const
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{
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vector v(this->r, this->r, this->r);
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point pmin(this->p - v);
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point pmax(this->p + v);
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bool lt = float4::less3_all(box.pmin, pmin);
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bool ge = float4::greaterequal3_all(box.pmax, pmax);
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return lt && ge;
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}
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//------------------------------------------------------------------------------
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/**
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Get the clip status of a box against this sphere. Inside means: the
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box is completely inside the sphere.
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*/
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inline
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ClipStatus::Type
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sphere::clipstatus(const bbox& box) const
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{
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if (this->inside(box)) return ClipStatus::Inside;
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else if (this->intersects(box)) return ClipStatus::Clipped;
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else return ClipStatus::Outside;
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}
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} // namespace Math
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//------------------------------------------------------------------------------
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#endif
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