#region License /* FNA - XNA4 Reimplementation for Desktop Platforms * Copyright 2009-2016 Ethan Lee and the MonoGame Team * * Released under the Microsoft Public License. * See LICENSE for details. */ /* Derived from code by the Mono.Xna Team (Copyright 2006). * Released under the MIT License. See monoxna.LICENSE for details. */ #endregion #region Using Statements using System; using System.Collections.Generic; using System.ComponentModel; using System.Diagnostics; using Microsoft.Xna.Framework.Design; #endregion namespace Microsoft.Xna.Framework { /// /// Describes a sphere in 3D-space for bounding operations. /// [Serializable] [TypeConverter(typeof(BoundingSphereConverter))] [DebuggerDisplay("{DebugDisplayString,nq}")] public struct BoundingSphere : IEquatable { #region Internal Properties internal string DebugDisplayString { get { return string.Concat( "Center( ", Center.DebugDisplayString, " ) \r\n", "Radius( ", Radius.ToString(), " ) " ); } } #endregion #region Public Fields /// /// The sphere center. /// public Vector3 Center; /// /// The sphere radius. /// public float Radius; #endregion #region Public Constructors /// /// Constructs a bounding sphere with the specified center and radius. /// /// The sphere center. /// The sphere radius. public BoundingSphere(Vector3 center, float radius) { this.Center = center; this.Radius = radius; } #endregion #region Public Methods /// /// Creates a new that contains a transformation of translation and scale from this sphere by the specified . /// /// The transformation . /// Transformed . public BoundingSphere Transform(Matrix matrix) { BoundingSphere sphere = new BoundingSphere(); sphere.Center = Vector3.Transform(this.Center, matrix); sphere.Radius = this.Radius * ( (float) Math.Sqrt((double) Math.Max( ((matrix.M11 * matrix.M11) + (matrix.M12 * matrix.M12)) + (matrix.M13 * matrix.M13), Math.Max( ((matrix.M21 * matrix.M21) + (matrix.M22 * matrix.M22)) + (matrix.M23 * matrix.M23), ((matrix.M31 * matrix.M31) + (matrix.M32 * matrix.M32)) + (matrix.M33 * matrix.M33)) ) ) ); return sphere; } /// /// Creates a new that contains a transformation of translation and scale from this sphere by the specified . /// /// The transformation . /// Transformed as an output parameter. public void Transform(ref Matrix matrix, out BoundingSphere result) { result.Center = Vector3.Transform(this.Center, matrix); result.Radius = this.Radius * ( (float) Math.Sqrt((double) Math.Max( ((matrix.M11 * matrix.M11) + (matrix.M12 * matrix.M12)) + (matrix.M13 * matrix.M13), Math.Max( ((matrix.M21 * matrix.M21) + (matrix.M22 * matrix.M22)) + (matrix.M23 * matrix.M23), ((matrix.M31 * matrix.M31) + (matrix.M32 * matrix.M32)) + (matrix.M33 * matrix.M33)) ) ) ); } /// /// Test if a bounding box is fully inside, outside, or just intersecting the sphere. /// /// The box for testing. /// The containment type as an output parameter. public void Contains(ref BoundingBox box, out ContainmentType result) { result = this.Contains(box); } /// /// Test if a sphere is fully inside, outside, or just intersecting the sphere. /// /// The other sphere for testing. /// The containment type as an output parameter. public void Contains(ref BoundingSphere sphere, out ContainmentType result) { result = Contains(sphere); } /// /// Test if a point is fully inside, outside, or just intersecting the sphere. /// /// The vector in 3D-space for testing. /// The containment type as an output parameter. public void Contains(ref Vector3 point, out ContainmentType result) { result = Contains(point); } /// /// Test if a bounding box is fully inside, outside, or just intersecting the sphere. /// /// The box for testing. /// The containment type. public ContainmentType Contains(BoundingBox box) { // Check if all corners are in sphere. bool inside = true; foreach (Vector3 corner in box.GetCorners()) { if (this.Contains(corner) == ContainmentType.Disjoint) { inside = false; break; } } if (inside) { return ContainmentType.Contains; } // Check if the distance from sphere center to cube face is less than radius. double dmin = 0; if (Center.X < box.Min.X) { dmin += (Center.X - box.Min.X) * (Center.X - box.Min.X); } else if (Center.X > box.Max.X) { dmin += (Center.X - box.Max.X) * (Center.X - box.Max.X); } if (Center.Y < box.Min.Y) { dmin += (Center.Y - box.Min.Y) * (Center.Y - box.Min.Y); } else if (Center.Y > box.Max.Y) { dmin += (Center.Y - box.Max.Y) * (Center.Y - box.Max.Y); } if (Center.Z < box.Min.Z) { dmin += (Center.Z - box.Min.Z) * (Center.Z - box.Min.Z); } else if (Center.Z > box.Max.Z) { dmin += (Center.Z - box.Max.Z) * (Center.Z - box.Max.Z); } if (dmin <= Radius * Radius) { return ContainmentType.Intersects; } // Else disjoint return ContainmentType.Disjoint; } /// /// Test if a frustum is fully inside, outside, or just intersecting the sphere. /// /// The box for testing. /// The containment type as an output parameter. public ContainmentType Contains(BoundingFrustum frustum) { // Check if all corners are in sphere. bool inside = true; Vector3[] corners = frustum.GetCorners(); foreach (Vector3 corner in corners) { if (this.Contains(corner) == ContainmentType.Disjoint) { inside = false; break; } } if (inside) { return ContainmentType.Contains; } // Check if the distance from sphere center to frustrum face is less than radius. double dmin = 0; // TODO : calcul dmin if (dmin <= Radius * Radius) { return ContainmentType.Intersects; } // Else disjoint return ContainmentType.Disjoint; } /// /// Test if a sphere is fully inside, outside, or just intersecting the sphere. /// /// The other sphere for testing. /// The containment type. public ContainmentType Contains(BoundingSphere sphere) { float sqDistance; Vector3.DistanceSquared(ref sphere.Center, ref Center, out sqDistance); if (sqDistance > (sphere.Radius + Radius) * (sphere.Radius + Radius)) { return ContainmentType.Disjoint; } else if (sqDistance <= (Radius * sphere.Radius) * (Radius - sphere.Radius)) { return ContainmentType.Contains; } return ContainmentType.Intersects; } /// /// Test if a point is fully inside, outside, or just intersecting the sphere. /// /// The vector in 3D-space for testing. /// The containment type. public ContainmentType Contains(Vector3 point) { float sqRadius = Radius * Radius; float sqDistance; Vector3.DistanceSquared(ref point, ref Center, out sqDistance); if (sqDistance > sqRadius) { return ContainmentType.Disjoint; } else if (sqDistance < sqRadius) { return ContainmentType.Contains; } return ContainmentType.Intersects; } /// /// Compares whether current instance is equal to specified . /// /// The to compare. /// true if the instances are equal; false otherwise. public bool Equals(BoundingSphere other) { return ( this.Center == other.Center && MathHelper.WithinEpsilon(this.Radius, other.Radius) ); } #endregion #region Public Static Methods /// /// Creates the smallest that can contain a specified . /// /// The box to create the sphere from. /// The new . public static BoundingSphere CreateFromBoundingBox(BoundingBox box) { BoundingSphere result; CreateFromBoundingBox(ref box, out result); return result; } /// /// Creates the smallest that can contain a specified . /// /// The box to create the sphere from. /// The new as an output parameter. public static void CreateFromBoundingBox(ref BoundingBox box, out BoundingSphere result) { // Find the center of the box. Vector3 center = new Vector3( (box.Min.X + box.Max.X) / 2.0f, (box.Min.Y + box.Max.Y) / 2.0f, (box.Min.Z + box.Max.Z) / 2.0f ); // Find the distance between the center and one of the corners of the box. float radius = Vector3.Distance(center, box.Max); result = new BoundingSphere(center, radius); } /// /// Creates the smallest that can contain a specified . /// /// The frustum to create the sphere from. /// The new . public static BoundingSphere CreateFromFrustum(BoundingFrustum frustum) { return CreateFromPoints(frustum.GetCorners()); } /// /// Creates the smallest that can contain a specified list of points in 3D-space. /// /// List of point to create the sphere from. /// The new . public static BoundingSphere CreateFromPoints(IEnumerable points) { if (points == null) { throw new ArgumentNullException("points"); } // From "Real-Time Collision Detection" (Page 89) Vector3 minx = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue); Vector3 maxx = -minx; Vector3 miny = minx; Vector3 maxy = -minx; Vector3 minz = minx; Vector3 maxz = -minx; // Find the most extreme points along the principle axis. int numPoints = 0; foreach (Vector3 pt in points) { numPoints += 1; if (pt.X < minx.X) { minx = pt; } if (pt.X > maxx.X) { maxx = pt; } if (pt.Y < miny.Y) { miny = pt; } if (pt.Y > maxy.Y) { maxy = pt; } if (pt.Z < minz.Z) { minz = pt; } if (pt.Z > maxz.Z) { maxz = pt; } } if (numPoints == 0) { throw new ArgumentException( "You should have at least one point in points." ); } float sqDistX = Vector3.DistanceSquared(maxx, minx); float sqDistY = Vector3.DistanceSquared(maxy, miny); float sqDistZ = Vector3.DistanceSquared(maxz, minz); // Pick the pair of most distant points. Vector3 min = minx; Vector3 max = maxx; if (sqDistY > sqDistX && sqDistY > sqDistZ) { max = maxy; min = miny; } if (sqDistZ > sqDistX && sqDistZ > sqDistY) { max = maxz; min = minz; } Vector3 center = (min + max) * 0.5f; float radius = Vector3.Distance(max, center); // Test every point and expand the sphere. // The current bounding sphere is just a good approximation and may not enclose all points. // From: Mathematics for 3D Game Programming and Computer Graphics, Eric Lengyel, Third Edition. // Page 218 float sqRadius = radius * radius; foreach (Vector3 pt in points) { Vector3 diff = (pt - center); float sqDist = diff.LengthSquared(); if (sqDist > sqRadius) { float distance = (float) Math.Sqrt(sqDist); // equal to diff.Length(); Vector3 direction = diff / distance; Vector3 G = center - radius * direction; center = (G + pt) / 2; radius = Vector3.Distance(pt, center); sqRadius = radius * radius; } } return new BoundingSphere(center, radius); } /// /// Creates the smallest that can contain two spheres. /// /// First sphere. /// Second sphere. /// The new . public static BoundingSphere CreateMerged(BoundingSphere original, BoundingSphere additional) { BoundingSphere result; CreateMerged(ref original, ref additional, out result); return result; } /// /// Creates the smallest that can contain two spheres. /// /// First sphere. /// Second sphere. /// The new as an output parameter. public static void CreateMerged( ref BoundingSphere original, ref BoundingSphere additional, out BoundingSphere result ) { Vector3 ocenterToaCenter = Vector3.Subtract(additional.Center, original.Center); float distance = ocenterToaCenter.Length(); // Intersect if (distance <= original.Radius + additional.Radius) { // Original contains additional. if (distance <= original.Radius - additional.Radius) { result = original; return; } // Additional contains original. if (distance <= additional.Radius - original.Radius) { result = additional; return; } } // Else find center of new sphere and radius float leftRadius = Math.Max(original.Radius - distance, additional.Radius); float Rightradius = Math.Max(original.Radius + distance, additional.Radius); // oCenterToResultCenter ocenterToaCenter = ocenterToaCenter + ( ((leftRadius - Rightradius) / (2 * ocenterToaCenter.Length())) * ocenterToaCenter ); result = new BoundingSphere(); result.Center = original.Center + ocenterToaCenter; result.Radius = (leftRadius + Rightradius) / 2; } /// /// Gets whether or not a specified intersects with this sphere. /// /// The box for testing. /// true if intersects with this sphere; false otherwise. public bool Intersects(BoundingBox box) { return box.Intersects(this); } /// /// Gets whether or not a specified intersects with this sphere. /// /// The box for testing. /// true if intersects with this sphere; false otherwise. As an output parameter. public void Intersects(ref BoundingBox box, out bool result) { box.Intersects(ref this, out result); } public bool Intersects(BoundingFrustum frustum) { return frustum.Intersects(this); } /// /// Gets whether or not the other intersects with this sphere. /// /// The other sphere for testing. /// true if other intersects with this sphere; false otherwise. public bool Intersects(BoundingSphere sphere) { bool result; Intersects(ref sphere, out result); return result; } /// /// Gets whether or not the other intersects with this sphere. /// /// The other sphere for testing. /// true if other intersects with this sphere; false otherwise. As an output parameter. public void Intersects(ref BoundingSphere sphere, out bool result) { float sqDistance; Vector3.DistanceSquared(ref sphere.Center, ref Center, out sqDistance); result = !(sqDistance > (sphere.Radius + Radius) * (sphere.Radius + Radius)); } /// /// Gets whether or not a specified intersects with this sphere. /// /// The ray for testing. /// Distance of ray intersection or null if there is no intersection. public float? Intersects(Ray ray) { return ray.Intersects(this); } /// /// Gets whether or not a specified intersects with this sphere. /// /// The ray for testing. /// Distance of ray intersection or null if there is no intersection as an output parameter. public void Intersects(ref Ray ray, out float? result) { ray.Intersects(ref this, out result); } /// /// Gets whether or not a specified intersects with this sphere. /// /// The plane for testing. /// Type of intersection. public PlaneIntersectionType Intersects(Plane plane) { PlaneIntersectionType result = default(PlaneIntersectionType); // TODO: We might want to inline this for performance reasons. this.Intersects(ref plane, out result); return result; } /// /// Gets whether or not a specified intersects with this sphere. /// /// The plane for testing. /// Type of intersection as an output parameter. public void Intersects(ref Plane plane, out PlaneIntersectionType result) { float distance = default(float); // TODO: We might want to inline this for performance reasons. Vector3.Dot(ref plane.Normal, ref this.Center, out distance); distance += plane.D; if (distance > this.Radius) { result = PlaneIntersectionType.Front; } else if (distance < -this.Radius) { result = PlaneIntersectionType.Back; } else { result = PlaneIntersectionType.Intersecting; } } #endregion #region Public Static Operators and Override Methods /// /// Compares whether current instance is equal to specified . /// /// The to compare. /// true if the instances are equal; false otherwise. public override bool Equals(object obj) { if (obj is BoundingSphere) { return this.Equals((BoundingSphere)obj); } return false; } /// /// Gets the hash code of this . /// /// Hash code of this . public override int GetHashCode() { return this.Center.GetHashCode() + this.Radius.GetHashCode(); } /// /// Returns a representation of this in the format: /// {Center:[] Radius:[]} /// /// A representation of this . public override string ToString() { return ( "{Center:" + Center.ToString() + " Radius:" + Radius.ToString() + "}" ); } /// /// Compares whether two instances are equal. /// /// instance on the left of the equal sign. /// instance on the right of the equal sign. /// true if the instances are equal; false otherwise. public static bool operator ==(BoundingSphere a, BoundingSphere b) { return a.Equals(b); } /// /// Compares whether two instances are not equal. /// /// instance on the left of the not equal sign. /// instance on the right of the not equal sign. /// true if the instances are not equal; false otherwise. public static bool operator !=(BoundingSphere a, BoundingSphere b) { return !a.Equals(b); } #endregion } }