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201 lines
6.6 KiB
201 lines
6.6 KiB
/****************************************************************************
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Copyright (c) 2021-2023 Xiamen Yaji Software Co., Ltd.
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http://www.cocos.com
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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 to
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use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
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of the Software, and to permit persons to whom the Software is furnished to do so,
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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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#include "core/geometry/Enums.h"
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#include "core/geometry/Frustum.h"
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#include "math/Utils.h"
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#include "math/Vec3.h"
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namespace cc {
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namespace geometry {
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class AABB;
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class Sphere final : public ShapeBase {
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public:
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/**
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* @en
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* create a new sphere
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* @zh
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* 创建一个新的 sphere 实例。
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* @param cx 形状的相对于原点的 X 坐标。
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* @param cy 形状的相对于原点的 Y 坐标。
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* @param cz 形状的相对于原点的 Z 坐标。
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* @param r 球体的半径
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* @return {Sphere} 返回一个 sphere。
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*/
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static Sphere *create(float cx, float cy, float cz, float radius);
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/**
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* @en
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* clone a new sphere
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* @zh
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* 克隆一个新的 sphere 实例。
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* @param {Sphere} p 克隆的目标。
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* @return {Sphere} 克隆出的示例。
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*/
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static Sphere *clone(const Sphere &p);
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/**
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* @en
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* copy the values from one sphere to another
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* @zh
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* 将从一个 sphere 的值复制到另一个 sphere。
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* @param {Sphere} out 接受操作的 sphere。
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* @param {Sphere} a 被复制的 sphere。
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* @return {Sphere} out 接受操作的 sphere。
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*/
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static Sphere *copy(Sphere *out, const Sphere &p);
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/**
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* @en
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* create a new bounding sphere from two corner points
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* @zh
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* 从两个点创建一个新的 sphere。
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* @param out - 接受操作的 sphere。
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* @param minPos - sphere 的最小点。
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* @param maxPos - sphere 的最大点。
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* @returns {Sphere} out 接受操作的 sphere。
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*/
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static Sphere *fromPoints(Sphere *out, const Vec3 &minPos, const Vec3 &maxPos);
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/**
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* @en
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* Set the components of a sphere to the given values
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* @zh
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* 将球体的属性设置为给定的值。
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* @param {Sphere} out 接受操作的 sphere。
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* @param cx 形状的相对于原点的 X 坐标。
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* @param cy 形状的相对于原点的 Y 坐标。
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* @param cz 形状的相对于原点的 Z 坐标。
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* @param {number} r 半径。
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* @return {Sphere} out 接受操作的 sphere。
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* @function
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*/
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static Sphere *set(Sphere *out, float cx, float cy, float cz, float r);
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/**
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* @zh
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* 球跟点合并
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*/
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static Sphere *mergePoint(Sphere *out, const Sphere &s, const Vec3 &point);
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/**
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* @zh
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* 球跟立方体合并
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*/
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static Sphere *mergeAABB(Sphere *out, const Sphere &s, const AABB &a);
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explicit Sphere(float cx = 0, float cy = 0, float cz = 0, float radius = 1.0F);
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Sphere(const Sphere &) = default;
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Sphere(Sphere &&) = delete;
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~Sphere() override = default;
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Sphere &operator=(const Sphere &) = default;
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Sphere &operator=(Sphere &&) = delete;
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inline float getRadius() const { return _radius; }
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inline const Vec3 &getCenter() const { return _center; }
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inline void setCenter(const Vec3 &val) { _center = val; }
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inline void setRadius(float val) { _radius = val; }
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inline Sphere *clone() const {
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return Sphere::clone(*this);
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}
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inline Sphere *copy(Sphere *out) const {
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return Sphere::copy(out, *this);
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}
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void define(const AABB &aabb);
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void mergeAABB(const AABB *aabb);
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void mergePoint(const Vec3 &point);
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void mergeFrustum(const Frustum &frustum);
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inline void merge(const AABB *aabb) { mergeAABB(aabb); }
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inline void merge(const Vec3 &point) { mergePoint(point); }
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void merge(const ccstd::vector<Vec3> &points);
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inline void merge(const Frustum &frustum) { mergeFrustum(frustum); }
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bool intersect(const Frustum &frustum) const;
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int intersect(const Plane &plane) const;
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int spherePlane(const Plane &plane) const;
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bool sphereFrustum(const Frustum &frustum) const;
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/**
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* @en
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* Get the bounding points of this shape
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* @zh
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* 获取此形状的边界点。
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* @param {Vec3} minPos 最小点。
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* @param {Vec3} maxPos 最大点。
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*/
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void getBoundary(Vec3 *minPos, Vec3 *maxPos) const;
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/**
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* @en
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* Transform this shape
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* @zh
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* 将 out 根据这个 sphere 的数据进行变换。
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* @param m 变换的矩阵。
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* @param pos 变换的位置部分。
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* @param rot 变换的旋转部分。
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* @param scale 变换的缩放部分。
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* @param out 变换的目标。
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*/
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void transform(const Mat4 &m,
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const Vec3 & /*pos*/,
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const Quaternion & /*rot*/,
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const Vec3 &scale,
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Sphere *out) const;
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/**
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* @en
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* Translate and rotate this sphere.
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* @zh
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* 将 out 根据这个 sphere 的数据进行变换。
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* @param m 变换的矩阵。
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* @param rot 变换的旋转部分。
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* @param out 变换的目标。
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*/
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inline void translateAndRotate(const Mat4 &m, const Quaternion & /*rot*/, Sphere *out) const {
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Vec3::transformMat4(_center, m, &out->_center);
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}
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/**
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* @en
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* Scaling this sphere.
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* @zh
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* 将 out 根据这个 sphere 的数据进行缩放。
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* @param scale 缩放值。
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* @param out 缩放的目标。
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*/
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inline void setScale(const Vec3 &scale, Sphere *out) const {
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out->_radius = _radius * mathutils::maxComponent(scale);
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}
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// private: // make public for js bindings
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float _radius{-1.0};
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Vec3 _center;
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};
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} // namespace geometry
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} // namespace cc
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