84 lines
2.8 KiB
C++
84 lines
2.8 KiB
C++
#pragma once
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#include <J3ML/Geometry.h>
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#include <J3ML/LinearAlgebra/Matrix3x3.h>
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#include <J3ML/LinearAlgebra/Matrix4x4.h>
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#include <J3ML/Geometry/LineSegment.h>
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#include <J3ML/Geometry/TriangleMesh.h>
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#include <J3ML/Geometry/Shape.h>
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namespace J3ML::Geometry
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{
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using J3ML::LinearAlgebra::Matrix3x3;
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using J3ML::LinearAlgebra::Matrix4x4;
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// A mathematical representation of a 3-dimensional sphere
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class Sphere : public Shape
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{
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public:
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Vector3 Position;
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float Radius;
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public:
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Sphere() {}
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Sphere(const Vector3& pos, float radius) : Position(pos), Radius(radius) {}
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/// Quickly returns an arbitrary point inside this Sphere. Used in GJK intersection test.
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Vector3 AnyPointFast() const { return Position; }
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/// Computes the extreme point of this Sphere in the given direction.
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/** An extreme point is a farthest point of this Sphere in the given direction. For
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a Sphere, this point is unique.
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@param direction The direction vector of the direction to find the extreme point. This vector may
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be unnormalized, but may not be null.
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@return The extreme point of this Sphere in the given direction. */
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Vector3 ExtremePoint(const Vector3 &direction) const;
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Vector3 ExtremePoint(const Vector3 &direction, float &projectionDistance) const;
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void Translate(const Vector3& offset)
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{
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Position = Position + offset;
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}
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void Transform(const Matrix3x3& transform)
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{
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Position = transform * Position;
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}
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void Transform(const Matrix4x4& transform)
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{
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Position = transform * Position;
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}
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inline float Cube(float inp) const
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{
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return inp*inp*inp;
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}
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float Volume() const
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{
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return 4.f * M_PI * Cube(Radius) / 3.f;
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}
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float SurfaceArea() const
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{
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return 4.f * M_PI * Cube(Radius) / 3.f;
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}
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bool IsFinite() const
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{
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return Position.IsFinite() && std::isfinite(Radius);
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}
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bool IsDegenerate()
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{
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return !(Radius > 0.f) || !Position.IsFinite();
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}
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bool Contains(const Vector3& point) const
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{
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return Position.DistanceSquared(point) <= Radius*Radius;
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}
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bool Contains(const Vector3& point, float epsilon) const
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{
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return Position.DistanceSquared(point) <= Radius*Radius + epsilon;
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}
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bool Contains(const LineSegment& lineseg) const;
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TriangleMesh GenerateUVSphere() const {}
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TriangleMesh GenerateIcososphere() const {}
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void ProjectToAxis(const Vector3 &direction, float &outMin, float &outMax) const;
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};
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} |