// Copyright (c) Xenko contributors (https://xenko.com) and Silicon Studio Corp. (https://www.siliconstudio.co.jp) // Distributed under the MIT license. See the LICENSE.md file in the project root for more information. // // ----------------------------------------------------------------------------- // Original code from SlimMath project. http://code.google.com/p/slimmath/ // Greetings to SlimDX Group. Original code published with the following license: // ----------------------------------------------------------------------------- /* * Copyright (c) 2007-2011 SlimDX Group * * 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. */ using System; using System.Globalization; using System.Runtime.InteropServices; using System.Runtime.Serialization; namespace math { /// /// Represents a bounding sphere in three dimensional space. /// [DataContract] [StructLayout( LayoutKind.Sequential, Pack = 4 )] public struct BoundingSphere : IEquatable, IFormattable { /// /// An empty bounding sphere (Center = 0 and Radius = 0). /// public static readonly BoundingSphere Empty = new BoundingSphere(); /// /// The center of the sphere in three dimensional space. /// public Vec3 Center; /// /// The radious of the sphere. /// public float Radius; /// /// Initializes a new instance of the struct. /// /// The center of the sphere in three dimensional space. /// The radius of the sphere. public BoundingSphere( Vec3 center, float radius ) { this.Center = center; this.Radius = radius; } /// /// Determines if there is an intersection between the current object and a . /// /// The ray to test. /// Whether the two objects intersected. public bool Intersects( ref Ray ray ) { float distance; return CollisionHelper.RayIntersectsSphere( ref ray, ref this, out distance ); } /// /// Determines if there is an intersection between the current object and a . /// /// The ray to test. /// When the method completes, contains the distance of the intersection, /// or 0 if there was no intersection. /// Whether the two objects intersected. public bool Intersects( ref Ray ray, out float distance ) { return CollisionHelper.RayIntersectsSphere( ref ray, ref this, out distance ); } /// /// Determines if there is an intersection between the current object and a . /// /// The ray to test. /// When the method completes, contains the point of intersection, /// or if there was no intersection. /// Whether the two objects intersected. public bool Intersects( ref Ray ray, out Vec3 point ) { return CollisionHelper.RayIntersectsSphere( ref ray, ref this, out point ); } /// /// Determines if there is an intersection between the current object and a . /// /// The plane to test. /// Whether the two objects intersected. public PlaneIntersectionType Intersects( ref Plane plane ) { return CollisionHelper.PlaneIntersectsSphere( ref plane, ref this ); } /// /// Determines if there is an intersection between the current object and a triangle. /// /// The first vertex of the triangle to test. /// The second vertex of the triagnle to test. /// The third vertex of the triangle to test. /// Whether the two objects intersected. public bool Intersects( ref Vec3 vertex1, ref Vec3 vertex2, ref Vec3 vertex3 ) { return CollisionHelper.SphereIntersectsTriangle( ref this, ref vertex1, ref vertex2, ref vertex3 ); } /// /// Determines if there is an intersection between the current object and a . /// /// The box to test. /// Whether the two objects intersected. public bool Intersects( ref BoundingBox box ) { return CollisionHelper.BoxIntersectsSphere( ref box, ref this ); } /// /// Determines if there is an intersection between the current object and a . /// /// The sphere to test. /// Whether the two objects intersected. public bool Intersects( ref BoundingSphere sphere ) { return CollisionHelper.SphereIntersectsSphere( ref this, ref sphere ); } /// /// Determines whether the current objects contains a point. /// /// The point to test. /// The type of containment the two objects have. public ContainmentType Contains( ref Vec3 point ) { return CollisionHelper.SphereContainsPoint( ref this, ref point ); } /// /// Determines whether the current objects contains a triangle. /// /// The first vertex of the triangle to test. /// The second vertex of the triagnle to test. /// The third vertex of the triangle to test. /// The type of containment the two objects have. public ContainmentType Contains( ref Vec3 vertex1, ref Vec3 vertex2, ref Vec3 vertex3 ) { return CollisionHelper.SphereContainsTriangle( ref this, ref vertex1, ref vertex2, ref vertex3 ); } /// /// Determines whether the current objects contains a . /// /// The box to test. /// The type of containment the two objects have. public ContainmentType Contains( ref BoundingBox box ) { return CollisionHelper.SphereContainsBox( ref this, ref box ); } /// /// Determines whether the current objects contains a . /// /// The sphere to test. /// The type of containment the two objects have. public ContainmentType Contains( ref BoundingSphere sphere ) { return CollisionHelper.SphereContainsSphere( ref this, ref sphere ); } /// /// Constructs a that fully contains the given points. /// /// The points that will be contained by the sphere. /// When the method completes, contains the newly constructed bounding sphere. public static unsafe void FromPoints( Vec3[] points, out BoundingSphere result ) { if( points == null ) throw new ArgumentNullException( "points" ); fixed( void* pointsPtr = points ) { FromPoints( (IntPtr)pointsPtr, 0, points.Length, lib.Util.SizeOf(), out result ); } } /// /// Constructs a that fully contains the given unmanaged points. /// /// A pointer to of vertices containing points. /// The point offset in bytes starting from the vertex structure. /// The verterx vertexCount. /// The vertex stride (size of vertex). /// When the method completes, contains the newly constructed bounding sphere. public static unsafe void FromPoints( IntPtr vertexBufferPtr, int vertexPositionOffsetInBytes, int vertexCount, int vertexStride, out BoundingSphere result ) { if( vertexBufferPtr == IntPtr.Zero ) { throw new ArgumentNullException( "vertexBufferPtr" ); } var startPoint = (byte*)vertexBufferPtr + vertexPositionOffsetInBytes; //Find the center of all points. Vec3 center = Vec3.Zero; var nextPoint = startPoint; for( int i = 0; i < vertexCount; ++i ) { Vec3.Add( ref *(Vec3*)nextPoint, ref center, out center ); nextPoint += vertexStride; } //This is the center of our sphere. center /= (float)vertexCount; //Find the radius of the sphere float radius = 0f; nextPoint = startPoint; for( int i = 0; i < vertexCount; ++i ) { //We are doing a relative distance comparasin to find the maximum distance //from the center of our sphere. float distance; Vec3.DistanceSquared( ref center, ref *(Vec3*)nextPoint, out distance ); if( distance > radius ) radius = distance; nextPoint += vertexStride; } //Find the real distance from the DistanceSquared. radius = (float)Math.Sqrt( radius ); //Construct the sphere. result.Center = center; result.Radius = radius; } /// /// Constructs a that fully contains the given points. /// /// The points that will be contained by the sphere. /// The newly constructed bounding sphere. public static BoundingSphere FromPoints( Vec3[] points ) { BoundingSphere result; FromPoints( points, out result ); return result; } /// /// Constructs a from a given box. /// /// The box that will designate the extents of the sphere. /// When the method completes, the newly constructed bounding sphere. public static void FromBox( ref BoundingBox box, out BoundingSphere result ) { Vec3.Lerp( ref box.Minimum, ref box.Maximum, 0.5f, out result.Center ); float x = box.Minimum.X - box.Maximum.X; float y = box.Minimum.Y - box.Maximum.Y; float z = box.Minimum.Z - box.Maximum.Z; float distance = (float)( Math.Sqrt( ( x * x ) + ( y * y ) + ( z * z ) ) ); result.Radius = distance * 0.5f; } /// /// Constructs a from a given box. /// /// The box that will designate the extents of the sphere. /// The newly constructed bounding sphere. public static BoundingSphere FromBox( BoundingBox box ) { BoundingSphere result; FromBox( ref box, out result ); return result; } /// /// Transforms a bounding bounding sphere, yielding the bounding sphere of all points contained by the original one, transformed by the specified transform. /// /// The original bounding sphere. /// The transform to apply to the bounding sphere. /// The transformed bounding sphere. public static void Transform( ref BoundingSphere value, ref Matrix transform, out BoundingSphere result ) { Vec3.TransformCoordinate( ref value.Center, ref transform, out result.Center ); var majorAxisLengthSquared = Math.Max( ( transform.M11 * transform.M11 ) + ( transform.M12 * transform.M12 ) + ( transform.M13 * transform.M13 ), Math.Max( ( transform.M21 * transform.M21 ) + ( transform.M22 * transform.M22 ) + ( transform.M23 * transform.M23 ), ( transform.M31 * transform.M31 ) + ( transform.M32 * transform.M32 ) + ( transform.M33 * transform.M33 ) ) ); result.Radius = value.Radius * (float)Math.Sqrt( majorAxisLengthSquared ); } /// /// Constructs a that is the as large as the total combined area of the two specified spheres. /// /// The first sphere to merge. /// The second sphere to merge. /// When the method completes, contains the newly constructed bounding sphere. public static void Merge( ref BoundingSphere value1, ref BoundingSphere value2, out BoundingSphere result ) { // Pre-exit if one of the bounding sphere by assuming that a merge with an empty sphere is equivalent at taking the non-empty sphere if( value1 == Empty ) { result = value2; return; } if( value2 == Empty ) { result = value1; return; } Vec3 difference = value2.Center - value1.Center; float length = difference.Length(); float radius = value1.Radius; float radius2 = value2.Radius; if( radius + radius2 >= length ) { if( radius - radius2 >= length ) { result = value1; return; } if( radius2 - radius >= length ) { result = value2; return; } } Vec3 vector = difference * ( 1.0f / length ); float min = Math.Min( -radius, length - radius2 ); float max = ( Math.Max( radius, length + radius2 ) - min ) * 0.5f; result.Center = value1.Center + vector * ( max + min ); result.Radius = max; } /// /// Constructs a that is the as large as the total combined area of the two specified spheres. /// /// The first sphere to merge. /// The second sphere to merge. /// The newly constructed bounding sphere. public static BoundingSphere Merge( BoundingSphere value1, BoundingSphere value2 ) { BoundingSphere result; Merge( ref value1, ref value2, out result ); return result; } /// /// Tests for equality between two objects. /// /// The first value to compare. /// The second value to compare. /// true if has the same value as ; otherwise, false. public static bool operator ==( BoundingSphere left, BoundingSphere right ) { return left.Equals( right ); } /// /// Tests for inequality between two objects. /// /// The first value to compare. /// The second value to compare. /// true if has a different value than ; otherwise, false. public static bool operator !=( BoundingSphere left, BoundingSphere right ) { return !left.Equals( right ); } /// /// Returns a that represents this instance. /// /// /// A that represents this instance. /// public override string ToString() { return string.Format( CultureInfo.CurrentCulture, "Center:{0} Radius:{1}", Center.ToString(), Radius.ToString() ); } /// /// Returns a that represents this instance. /// /// The format. /// /// A that represents this instance. /// public string ToString( string format ) { if( format == null ) return ToString(); return string.Format( CultureInfo.CurrentCulture, "Center:{0} Radius:{1}", Center.ToString( format, CultureInfo.CurrentCulture ), Radius.ToString( format, CultureInfo.CurrentCulture ) ); } /// /// Returns a that represents this instance. /// /// The format provider. /// /// A that represents this instance. /// public string ToString( IFormatProvider formatProvider ) { return string.Format( formatProvider, "Center:{0} Radius:{1}", Center.ToString(), Radius.ToString() ); } /// /// Returns a that represents this instance. /// /// The format. /// The format provider. /// /// A that represents this instance. /// public string ToString( string format, IFormatProvider formatProvider ) { if( format == null ) return ToString( formatProvider ); return string.Format( formatProvider, "Center:{0} Radius:{1}", Center.ToString( format, formatProvider ), Radius.ToString( format, formatProvider ) ); } /// /// Returns a hash code for this instance. /// /// /// A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. /// public override int GetHashCode() { return Center.GetHashCode() + Radius.GetHashCode(); } /// /// Determines whether the specified is equal to this instance. /// /// The to compare with this instance. /// /// true if the specified is equal to this instance; otherwise, false. /// public bool Equals( BoundingSphere value ) { return Center == value.Center && Radius == value.Radius; } /// /// Determines whether the specified is equal to this instance. /// /// The to compare with this instance. /// /// true if the specified is equal to this instance; otherwise, false. /// public override bool Equals( object value ) { if( value == null ) return false; if( value.GetType() != GetType() ) return false; return Equals( (BoundingSphere)value ); } #if SlimDX1xInterop /// /// Performs an implicit conversion from to . /// /// The value. /// The result of the conversion. public static implicit operator SlimDX.BoundingSphere(BoundingSphere value) { return new SlimDX.BoundingSphere(value.Center, value.Radius); } /// /// Performs an implicit conversion from to . /// /// The value. /// The result of the conversion. public static implicit operator BoundingSphere(SlimDX.BoundingSphere value) { return new BoundingSphere(value.Center, value.Radius); } #endif #if SlimDX1xInterop /// /// Performs an implicit conversion from to . /// /// The value. /// The result of the conversion. public static implicit operator Microsoft.Xna.Framework.BoundingSphere(BoundingSphere value) { return new Microsoft.Xna.Framework.BoundingSphere(value.Center, value.Radius); } /// /// Performs an implicit conversion from to . /// /// The value. /// The result of the conversion. public static implicit operator BoundingSphere(Microsoft.Xna.Framework.BoundingSphere value) { return new BoundingSphere(value.Center, value.Radius); } #endif } }