Index: source/maths/BoundingSphere.h =================================================================== --- source/maths/BoundingSphere.h +++ source/maths/BoundingSphere.h @@ -1,4 +1,4 @@ -/* Copyright (C) 2014 Wildfire Games. +/* Copyright (C) 2018 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify @@ -18,35 +18,18 @@ #ifndef INCLUDED_BOUNDINGSPHERE #define INCLUDED_BOUNDINGSPHERE -#include "maths/BoundingBoxAligned.h" #include "maths/Vector3D.h" +class BoundingBoxAligned; + class CBoundingSphere { -private: - CVector3D m_Center; - float m_Radius; - public: CBoundingSphere() : m_Radius(0) { } CBoundingSphere(const CVector3D& center, float radius) : m_Center(center), m_Radius(radius) { } - /** - * Construct a bounding sphere that encompasses a bounding box - * swept through all possible rotations around the origin. - */ - static CBoundingSphere FromSweptBox(const CBoundingBoxAligned& bbox) - { - float maxX = std::max(fabsf(bbox[0].X), fabsf(bbox[1].X)); - float maxY = std::max(fabsf(bbox[0].Y), fabsf(bbox[1].Y)); - float maxZ = std::max(fabsf(bbox[0].Z), fabsf(bbox[1].Z)); - float radius = sqrtf(maxX*maxX + maxY*maxY + maxZ*maxZ); - - return CBoundingSphere(CVector3D(0.f, 0.f, 0.f), radius); - } - - const CVector3D& GetCenter() + const CVector3D& GetCenter() const { return m_Center; } @@ -57,21 +40,20 @@ } /** + * Construct a bounding sphere that encompasses a bounding box + * swept through all possible rotations around the origin. + */ + static CBoundingSphere FromSweptBox(const CBoundingBoxAligned& bbox); + + /** * Check if the ray, defined by an origin point and a direction unit vector - * interesects with the sphere + * interesects with the sphere. The direction should be normalized. */ - bool RayIntersect(const CVector3D& origin, const CVector3D& dir) const - { - CVector3D v = m_Center - origin; // Vector v from the origin of the ray to the center of the sphere - float pcLen = dir.Dot(v); // Length of the projection of v onto the direction vector of the ray - if(pcLen <= 0) - return false; // Sphere behind the ray - // Get the shortest distance from the center of the sphere to the ray - v = (dir * pcLen) - v; - if (v.LengthSquared() > m_Radius * m_Radius) - return false; // Distance to sphere center more than radius - return true; - } + bool RayIntersect(const CVector3D& origin, const CVector3D& dir) const; + +private: + CVector3D m_Center; + float m_Radius; }; #endif // INCLUDED_BOUNDINGSPHERE Index: source/maths/BoundingSphere.cpp =================================================================== --- source/maths/BoundingSphere.cpp +++ source/maths/BoundingSphere.cpp @@ -0,0 +1,51 @@ +/* Copyright (C) 2018 Wildfire Games. + * This file is part of 0 A.D. + * + * 0 A.D. is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 2 of the License, or + * (at your option) any later version. + * + * 0 A.D. is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with 0 A.D. If not, see . + */ + +#include "precompiled.h" + +#include "maths/BoundingBoxAligned.h" +#include "maths/BoundingSphere.h" + +CBoundingSphere CBoundingSphere::FromSweptBox(const CBoundingBoxAligned& bbox) +{ + float maxX = std::max(fabsf(bbox[0].X), fabsf(bbox[1].X)); + float maxY = std::max(fabsf(bbox[0].Y), fabsf(bbox[1].Y)); + float maxZ = std::max(fabsf(bbox[0].Z), fabsf(bbox[1].Z)); + + float radius = sqrtf(maxX*maxX + maxY*maxY + maxZ*maxZ); + + return CBoundingSphere(CVector3D(0.f, 0.f, 0.f), radius); +} + +bool CBoundingSphere::RayIntersect(const CVector3D& origin, const CVector3D& dir) const +{ + // Vector v from the origin of the ray to the center of the sphere + CVector3D v = m_Center - origin; + // Length of the projection of v onto the direction vector of the ray + float pcLen = dir.Dot(v); + if (pcLen <= 0) + { + if (v.LengthSquared() <= m_Radius * m_Radius) + return true; // Sphere inside the ray + return false; // Sphere behind the ray + } + // Get the shortest distance from the center of the sphere to the ray + v = (dir * pcLen) - v; + if (v.LengthSquared() > m_Radius * m_Radius) + return false; // Distance to sphere center more than radius + return true; +} Index: source/maths/tests/test_BoundingSphere.h =================================================================== --- source/maths/tests/test_BoundingSphere.h +++ source/maths/tests/test_BoundingSphere.h @@ -0,0 +1,80 @@ +/* Copyright (C) 2018 Wildfire Games. + * This file is part of 0 A.D. + * + * 0 A.D. is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 2 of the License, or + * (at your option) any later version. + * + * 0 A.D. is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with 0 A.D. If not, see . + */ + +#include "lib/self_test.h" + +#include "maths/BoundingBoxAligned.h" +#include "maths/BoundingSphere.h" + +#include + +class TestBoundingSphere : public CxxTest::TestSuite +{ +public: + void test_basic() + { + CBoundingBoxAligned indentityAABB(CVector3D(-1.0f, -1.0f, -1.0f), CVector3D(1.0f, 1.0f, 1.0f)); + CBoundingSphere bs1 = CBoundingSphere::FromSweptBox(indentityAABB); + // The radius should be equal to the length of diagonal in an identity cube. + TS_ASSERT_DELTA(bs1.GetRadius(), sqrtf(3.0f), 1e-5); + TS_ASSERT_EQUALS(bs1.GetCenter(), CVector3D(0.0f, 0.0f, 0.0f)); + + CBoundingBoxAligned translatedAABB; + CVector3D translate(1.0f, 2.0f, 3.0f); + indentityAABB.Translate(translate, translatedAABB); + CBoundingSphere bs2 = CBoundingSphere::FromSweptBox(translatedAABB); + CVector3D farVertex = translate + CVector3D(1.0f, 1.0f, 1.0f); + TS_ASSERT_DELTA(bs2.GetRadius(), farVertex.Length(), 1e-5); + TS_ASSERT_EQUALS(bs2.GetCenter(), CVector3D(0.0f, 0.0f, 0.0f)); + } + + void check_intersections(const CVector3D& pivot) + { + // Axis aligned rays for different axis. + CBoundingSphere bs1(pivot, 1.0f); + for (size_t i = 0; i < 3; ++i) + { + CVector3D origin = pivot, direction; + origin[i] += 2.0f; + direction[i] = 1.0f; + TS_ASSERT_EQUALS(bs1.RayIntersect(origin, -direction), true); + TS_ASSERT_EQUALS(bs1.RayIntersect(origin, direction), false); + } + + // Rays inside bounding spheres. + CBoundingSphere bs2(pivot, 10.0f); + TS_ASSERT_EQUALS(bs2.RayIntersect(pivot + CVector3D(0.0f, 1.0f, 0.0f), CVector3D(0.0f, 1.0f, 0.0f)), true); + TS_ASSERT_EQUALS(bs2.RayIntersect(pivot - CVector3D(0.0f, 1.0f, 0.0f), CVector3D(0.0f, 1.0f, 0.0f)), true); + + CBoundingSphere bs3(pivot, 2.0f); + TS_ASSERT_EQUALS(bs3.RayIntersect(pivot + CVector3D(-4.0f, -2.0f, -4.0f), CVector3D(1.0f, 1.0f, 1.0f).Normalized()), true); + TS_ASSERT_EQUALS(bs3.RayIntersect(pivot + CVector3D(-4.0f, -1.0f, -4.0f), CVector3D(1.0f, 1.0f, 1.0f).Normalized()), false); + } + + void test_intersections() + { + // Initial positions of bounding spheres. + CVector3D pivots[] = { + CVector3D(0.0f, 0.0f, 0.0f), + CVector3D(1.0f, 2.0f, 3.0f), + CVector3D(-10.0f, 0.5f, 3.0f) + }; + + for (const CVector3D& pivot : pivots) + check_intersections(pivot); + } +};