// 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
}
}