199 lines
5.4 KiB
C++
199 lines
5.4 KiB
C++
/*
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* © Copyright 2014 – Urheberrechtshinweis
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* Alle Rechte vorbehalten / All Rights Reserved
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*
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* Programmcode ist urheberrechtlich geschuetzt.
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* Das Urheberrecht liegt, soweit nicht ausdruecklich anders gekennzeichnet, bei Frank Ebner.
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* Keine Verwendung ohne explizite Genehmigung.
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* (vgl. § 106 ff UrhG / § 97 UrhG)
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*/
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#ifndef GEO_SPHERE3_H
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#define GEO_SPHERE3_H
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#include "Point3.h"
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#include "Ray3.h"
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#include <vector>
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struct Sphere3 {
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Point3 center;
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float radius;
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/** empty ctor */
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Sphere3() : center(), radius(0) {;}
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/** ctor */
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Sphere3(const Point3 center, const float radius) : center(center), radius(radius) {;}
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/** does this sphere contain the given sphere? */
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bool contains(const Sphere3& o) const {
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return (o.center.getDistance(this->center) + o.radius) <= this->radius;
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}
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/** does the sphere contain the given point? */
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bool contains(const Point3& p) const {
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return center.getDistance(p) <= radius;
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}
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/** does the sphere intersect with the given sphere? */
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bool intersects(const Sphere3& other) const {
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return center.getDistance(other.center) < (radius + other.radius);
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}
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/** does the sphere intersect with the given ray? */
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bool intersects(const Ray3& ray) const {
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// if the sphere contains the ray's start -> done
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//if (contains(ray.start)) {return true;}
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// https://stackoverflow.com/questions/6533856/ray-sphere-intersection
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/*
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const float xA = ray.start.x;
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const float yA = ray.start.y;
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const float zA = ray.start.z;
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const float xB = (ray.start + ray.dir).x;
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const float yB = (ray.start + ray.dir).y;
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const float zB = (ray.start + ray.dir).z;
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const float xC = center.x;
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const float yC = center.y;
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const float zC = center.z;
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const float a = (xB-xA)*(xB-xA)+(yB-yA)*(yB-yA)+(zB-zA)*(zB-zA);
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const float b = 2*((xB-xA)*(xA-xC)+(yB-yA)*(yA-yC)+(zB-zA)*(zA-zC));
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const float c = (xA-xC)*(xA-xC)+(yA-yC)*(yA-yC)+(zA-zC)*(zA-zC)-(radius*radius);
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const float delta = (b*b) - (4*a*c);
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// intersection?
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return delta >= 0;
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*/
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// http://www.ccs.neu.edu/home/fell/CSU540/programs/RayTracingFormulas.htm
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/*
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const float x0 = ray.start.x;
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const float y0 = ray.start.y;
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const float z0 = ray.start.z;
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const float cx = center.x;
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const float cy = center.y;
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const float cz = center.z;
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const float dx = ray.dir.x;
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const float dy = ray.dir.y;
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const float dz = ray.dir.z;
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const float a = dx*dx + dy*dy + dz*dz;
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const float b = 2*dx*(x0-cx) + 2*dy*(y0-cy) + 2*dz*(z0-cz);
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const float c = cx*cx + cy*cy + cz*cz + x0*x0 + y0*y0 + z0*z0 + -2*(cx*x0 + cy*y0 + cz*z0) - radius*radius;
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const float discriminant = (b*b) - (4*a*c);
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return discriminant >= 0;
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*/
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//https://gamedev.stackexchange.com/questions/96459/fast-ray-sphere-collision-code
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const Point3 m = ray.start - center;
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const float b = dot(m, ray.dir);
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const float c = dot(m, m) - radius*radius;
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// Exit if r’s origin outside s (c > 0) and r pointing away from s (b > 0)
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if (c > 0.0f && b > 0.0f) {return false;}
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const float discr = b*b - c;
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// A negative discriminant corresponds to ray missing sphere
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if (discr < 0.0f) {return false;}
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return true;
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// // Ray now found to intersect sphere, compute smallest t value of intersection
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// t = -b - Sqrt(discr);
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// // If t is negative, ray started inside sphere so clamp t to zero
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// if (t < 0.0f) t = 0.0f;
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// q = p + t * d;
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// return 1;
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}
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/** configure this sphere to contain the given point-set */
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void adjustToPointSet(const std::vector<Point3>& lst) {
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// NOT OPTIMAL but fast
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// calculate the point set's center
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Point3 sum(0,0,0);
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for (const Point3 p : lst) {sum += p;}
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const Point3 center = sum / lst.size();
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// calculate the sphere's radius (maximum distance from center
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float radius = 0;
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for (const Point3 p : lst) {
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const float dist = center.getDistance(p);
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if (dist > radius) {radius = dist;}
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}
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this->radius = radius;
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this->center = center;
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}
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public:
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/** create a sphere that fully contains the given point-set */
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static Sphere3 around(const std::vector<Point3>& lst) {
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Sphere3 sphere;
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sphere.adjustToPointSet(lst);
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return sphere;
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}
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/** combine two spheres into a new one containing both */
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static Sphere3 join(const Sphere3& a, const Sphere3& b) {
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// if one already contains the other, just return it as-is
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if (a.contains(b)) {return a;}
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if (b.contains(a)) {return b;}
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// calculate the new center and radius
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// Point3 newCen = (a.center + b.center) / 2;
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// float newRad = (a.center.getDistance(b.center) + std::max(a.radius, b.radius) * 2) / 2;
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// return Sphere3(newCen, newRad);
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// Point3 newCen = (a.center*a.radius + b.center*b.radius) / (a.radius+b.radius);
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// float newRad = (a.center.getDistance(b.center) + a.radius + b.radius) / 2 * 1.02f; // slightly larger to prevent rounding issues
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// Sphere3 res(newCen, newRad);
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// create both maximum ends
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const Point3 out1 = a.center + (a.center-b.center).normalized() * a.radius;
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const Point3 out2 = b.center + (b.center-a.center).normalized() * b.radius;
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// center is within both ends, so is the radius
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Point3 newCen = (out1 + out2) / 2;
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float newRad = out1.getDistance(out2) / 2 * 1.0001; // slightly larger to prevent rounding issues
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Sphere3 res(newCen, newRad);
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// check
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Assert::isTrue(res.contains(a), "sphere joining error. base-spheres are not contained.");
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Assert::isTrue(res.contains(b), "sphere joining error. base-spheres are not contained.");
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return res;
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}
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};
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#endif // GEO_SPHERE3_H
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