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alexpete
2021-03-05 11:26:34 -08:00
commit a10351f38d
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/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
// include required headers
#include "BoundingSphere.h"
#include "AABB.h"
namespace MCore
{
// encapsulate a point in the sphere
void BoundingSphere::Encapsulate(const AZ::Vector3& v)
{
// calculate the squared distance from the center to the point
const AZ::Vector3 diff = v - mCenter;
const float dist = diff.Dot(diff);
// if the current sphere doesn't contain the point, grow the sphere so that it contains the point
if (dist > mRadiusSq)
{
const AZ::Vector3 diff2 = diff.GetNormalized() * mRadius;
const AZ::Vector3 delta = 0.5f * (diff - diff2);
mCenter += delta;
// TODO: KB- Was a 'safe' function, is there an AZ equivalent?
float length = delta.GetLengthSq();
if (length >= FLT_EPSILON)
{
mRadius += sqrtf(length);
}
else
{
mRadius = 0.0f;
}
mRadiusSq = mRadius * mRadius;
}
}
// check if the sphere intersects with a given AABB
bool BoundingSphere::Intersects(const AABB& b) const
{
float distance = 0.0f;
for (uint32 t = 0; t < 3; ++t)
{
const AZ::Vector3& minVec = b.GetMin();
if (mCenter.GetElement(t) < minVec.GetElement(t))
{
distance += (mCenter.GetElement(t) - minVec.GetElement(t)) * (mCenter.GetElement(t) - minVec.GetElement(t));
if (distance > mRadiusSq)
{
return false;
}
}
else
{
const AZ::Vector3& maxVec = b.GetMax();
if (mCenter.GetElement(t) > maxVec.GetElement(t))
{
distance += (mCenter.GetElement(t) - maxVec.GetElement(t)) * (mCenter.GetElement(t) - maxVec.GetElement(t));
if (distance > mRadiusSq)
{
return false;
}
}
}
}
return true;
}
// check if the sphere completely contains a given AABB
bool BoundingSphere::Contains(const AABB& b) const
{
float distance = 0.0f;
for (uint32 t = 0; t < 3; ++t)
{
const AZ::Vector3& maxVec = b.GetMax();
if (mCenter.GetElement(t) < maxVec.GetElement(t))
{
distance += (mCenter.GetElement(t) - maxVec.GetElement(t)) * (mCenter.GetElement(t) - maxVec.GetElement(t));
}
else
{
const AZ::Vector3& minVec = b.GetMin();
if (mCenter.GetElement(t) > minVec.GetElement(t))
{
distance += (mCenter.GetElement(t) - minVec.GetElement(t)) * (mCenter.GetElement(t) - minVec.GetElement(t));
}
}
if (distance > mRadiusSq)
{
return false;
}
}
return true;
}
} // namespace MCore