106 lines
3.1 KiB
C++
106 lines
3.1 KiB
C++
/*
|
|
* Copyright (c) Contributors to the Open 3D Engine Project
|
|
*
|
|
* SPDX-License-Identifier: Apache-2.0 OR MIT
|
|
*
|
|
*/
|
|
|
|
// 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
|