cocos_lib/cocos/core/geometry/Sphere.cpp

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/****************************************************************************
Copyright (c) 2021-2023 Xiamen Yaji Software Co., Ltd.
http://www.cocos.com
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****************************************************************************/
#include "core/geometry/Sphere.h"
#include <algorithm>
#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<cc::Vec3> &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<Vec3, 8> &vertices = frustum.vertices;
for (size_t i = 0; i < vertices.max_size(); ++i) {
merge(vertices[i]);
}
}
} // namespace geometry
} // namespace cc