/**************************************************************************** Copyright (c) 2021-2023 Xiamen Yaji Software Co., Ltd. http://www.cocos.com Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ****************************************************************************/ #include "core/geometry/Sphere.h" #include #include "core/geometry/AABB.h" #include "math/Vec3.h" namespace cc { namespace geometry { Sphere *Sphere::create(float cx, float cy, float cz, float radius) { return ccnew Sphere(cx, cy, cz, radius); } Sphere *Sphere::clone(const Sphere &p) { return ccnew Sphere(p._center.x, p._center.y, p._center.z, p._radius); } Sphere *Sphere::copy(Sphere *out, const Sphere &p) { out->_center = p._center; out->_radius = p._radius; return out; } Sphere *Sphere::fromPoints(Sphere *out, const Vec3 &minPos, const Vec3 &maxPos) { out->_center = 0.5F * (minPos + maxPos); out->_radius = 0.5F * (maxPos - minPos).length(); return out; } Sphere *Sphere::set(Sphere *out, float cx, float cy, float cz, float r) { out->_center = {cx, cy, cz}; out->_radius = r; return out; } Sphere *Sphere::mergePoint(Sphere *out, const Sphere &s, const Vec3 &point) { // if sphere.radius Less than 0, // Set this point as anchor, // And set radius to 0. if (s._radius < 0.0) { out->_center = point; out->_radius = 0.0F; return out; } auto offset = point - s._center; auto dist = offset.length(); if (dist > s._radius) { auto half = (dist - s._radius) * 0.5F; out->_radius += half; offset.scale(half / dist); out->_center = out->_center + offset; } return out; } void Sphere::merge(const ccstd::vector &points) { if (points.empty()) return; _radius = -1.0F; for (const auto &p : points) { merge(p); } } Sphere *Sphere::mergeAABB(Sphere *out, const Sphere &s, const AABB &a) { Vec3 aabbMin; Vec3 aabbMax; a.getBoundary(&aabbMin, &aabbMax); Sphere::mergePoint(out, s, aabbMin); Sphere::mergePoint(out, s, aabbMax); return out; } Sphere::Sphere(float cx, float cy, float cz, float radius) : ShapeBase(ShapeEnum::SHAPE_SPHERE) { _center = {cx, cy, cz}; _radius = radius; } void Sphere::getBoundary(Vec3 *minPos, Vec3 *maxPos) const { Vec3 half = {_radius, _radius, _radius}; *minPos = _center - half; *maxPos = _center + half; } void Sphere::transform(const Mat4 &m, const Vec3 & /*pos*/, const Quaternion & /*rot*/, const Vec3 &scale, Sphere *out) const { Vec3::transformMat4(_center, m, &out->_center); out->_radius = _radius * mathutils::maxComponent(scale); } int Sphere::intersect(const Plane &plane) const { const float dot = plane.n.dot(_center); const float r = _radius * plane.n.length(); if (dot + r < plane.d) { return -1; // Sphere is on the back of the plane } if (dot - r > plane.d) { return 0; // Sphere is on the front of the plane } return 1; // intersect } bool Sphere::intersect(const Frustum &frustum) const { const auto &planes = frustum.planes; const auto *self = this; return std::all_of(planes.begin(), planes.end(), // frustum plane normal points to the inside [self](const Plane *plane) { return self->intersect(*plane) != -1; }); } void Sphere::mergePoint(const Vec3 &point) { if (_radius < 0.0F) { _center = point; _radius = 0.0F; return; } auto offset = point - _center; auto distance = offset.length(); if (distance > _radius) { auto half = (distance - _radius) * 0.5F; _radius += half; offset.scale(half / distance); _center += offset; } } void Sphere::define(const AABB &aabb) { cc::Vec3 minPos; cc::Vec3 maxPos; aabb.getBoundary(&minPos, &maxPos); // Initialize sphere _center.set(minPos); _radius = 0.0F; // Calculate sphere const cc::Vec3 offset = maxPos - _center; const float dist = offset.length(); const float half = dist * 0.5F; _radius += dist * 0.5F; _center += (half / dist) * offset; } void Sphere::mergeAABB(const AABB *aabb) { cc::Vec3 minPos; cc::Vec3 maxPos; aabb->getBoundary(&minPos, &maxPos); mergePoint(minPos); mergePoint(maxPos); } int Sphere::spherePlane(const Plane &plane) const { return intersect(plane); } bool Sphere::sphereFrustum(const Frustum &frustum) const { return intersect(frustum); } void Sphere::mergeFrustum(const Frustum &frustum) { const ccstd::array &vertices = frustum.vertices; for (size_t i = 0; i < vertices.max_size(); ++i) { merge(vertices[i]); } } } // namespace geometry } // namespace cc