2012-05-29 13:31:11 +00:00
|
|
|
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
|
|
|
|
// Copyright (C) 2010 Winch Gate Property Limited
|
|
|
|
//
|
|
|
|
// This program is free software: you can redistribute it and/or modify
|
|
|
|
// it under the terms of the GNU Affero General Public License as
|
|
|
|
// published by the Free Software Foundation, either version 3 of the
|
|
|
|
// License, or (at your option) any later version.
|
|
|
|
//
|
|
|
|
// This program is distributed in the hope that it will be useful,
|
|
|
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
|
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
|
|
// GNU Affero General Public License for more details.
|
|
|
|
//
|
|
|
|
// You should have received a copy of the GNU Affero General Public License
|
|
|
|
// along with this program. If not, see <http://www.gnu.org/licenses/>.
|
|
|
|
|
|
|
|
#include "stdmisc.h"
|
|
|
|
|
|
|
|
#include "nel/misc/bsphere.h"
|
|
|
|
|
|
|
|
using namespace NLMISC;
|
|
|
|
using namespace std;
|
|
|
|
|
2012-12-05 09:26:01 +00:00
|
|
|
#ifdef DEBUG_NEW
|
|
|
|
#define new DEBUG_NEW
|
|
|
|
#endif
|
2012-05-29 13:31:11 +00:00
|
|
|
|
|
|
|
namespace NLMISC {
|
|
|
|
|
|
|
|
|
|
|
|
bool CBSphere::clipFront(const CPlane &p) const
|
|
|
|
{
|
|
|
|
// assume normalized planes.
|
|
|
|
|
|
|
|
// if( SpherMax OUT ) return false.
|
|
|
|
float d= p*Center;
|
|
|
|
if(d<-Radius)
|
|
|
|
return false;
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
bool CBSphere::clipBack(const CPlane &p) const
|
|
|
|
{
|
|
|
|
// assume normalized planes.
|
|
|
|
|
|
|
|
// if( SpherMax OUT ) return false.
|
|
|
|
float d= p*Center;
|
|
|
|
if(d>Radius)
|
|
|
|
return false;
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
bool CBSphere::include(const CVector &p) const
|
|
|
|
{
|
|
|
|
float r2= (p-Center).sqrnorm();
|
|
|
|
return (r2<=sqr(Radius));
|
|
|
|
}
|
|
|
|
|
|
|
|
bool CBSphere::include(const CBSphere &s) const
|
|
|
|
{
|
|
|
|
// if smaller than s, how could we include it???
|
|
|
|
if(Radius<=s.Radius)
|
|
|
|
return false;
|
|
|
|
float r2= (s.Center-Center).sqrnorm();
|
|
|
|
// Because of prec test, Radius-s.Radius>0.
|
|
|
|
return r2<=sqr(Radius-s.Radius);
|
|
|
|
}
|
|
|
|
|
|
|
|
bool CBSphere::intersect(const CBSphere &s) const
|
|
|
|
{
|
|
|
|
float r2= (s.Center-Center).sqrnorm();
|
|
|
|
|
|
|
|
return r2<=sqr(Radius+s.Radius);
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void CBSphere::applyTransform(const CMatrix &mat, CBSphere &res)
|
|
|
|
{
|
|
|
|
res.Center= mat*Center;
|
|
|
|
|
|
|
|
if(!mat.hasScalePart())
|
|
|
|
res.Radius= Radius;
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if(mat.hasScaleUniform())
|
|
|
|
res.Radius= Radius*mat.getScaleUniform();
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// must compute max of 3 axis.
|
|
|
|
float m, mx;
|
|
|
|
CVector i,j,k;
|
|
|
|
i= mat.getI();
|
|
|
|
j= mat.getJ();
|
|
|
|
k= mat.getK();
|
|
|
|
// take the max of the 3 axis.
|
|
|
|
m= i.sqrnorm();
|
|
|
|
mx= m;
|
|
|
|
m= j.sqrnorm();
|
|
|
|
mx= max(m, mx);
|
|
|
|
m= k.sqrnorm();
|
|
|
|
mx= max(m, mx);
|
|
|
|
|
|
|
|
// result.
|
|
|
|
res.Radius= Radius * (float)sqrt(mx);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
|
|
void CBSphere::setUnion(const CBSphere &sa, const CBSphere &sb)
|
|
|
|
{
|
|
|
|
float r2= (sb.Center-sa.Center).norm();
|
|
|
|
|
|
|
|
// Name Sphere 0 the biggest one, and Sphere 1 the other
|
|
|
|
const CBSphere *s0;
|
|
|
|
const CBSphere *s1;
|
|
|
|
if(sa.Radius>sb.Radius)
|
|
|
|
{
|
|
|
|
s0= &sa;
|
|
|
|
s1= &sb;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
s0= &sb;
|
|
|
|
s1= &sa;
|
|
|
|
}
|
|
|
|
float r0= s0->Radius;
|
|
|
|
float r1= s1->Radius;
|
|
|
|
|
|
|
|
// If Sphere1 is included into Sphere0, then the union is simply Sphere0
|
|
|
|
if(r2<=(r0-r1))
|
|
|
|
{
|
|
|
|
*this= *s0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
/* Compute the Union sphere Diameter. It is D= r0 + r2 + r1
|
|
|
|
do the draw, works for intersect and don't intersect case,
|
|
|
|
acknowledge that Sphere1 not included inton Sphere0
|
|
|
|
*/
|
|
|
|
float diameter= r0 + r2 + r1;
|
|
|
|
|
|
|
|
// compute dir from big center to small one.
|
|
|
|
CVector dir= s1->Center - s0->Center;
|
|
|
|
dir.normalize();
|
|
|
|
|
|
|
|
// Then finally set Radius and center
|
|
|
|
Center= s0->Center + dir * (diameter/2 - r0);
|
|
|
|
Radius= diameter/2;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
} // NLMISC
|