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authorKenneth Russel <[email protected]>2009-06-15 23:12:27 +0000
committerKenneth Russel <[email protected]>2009-06-15 23:12:27 +0000
commit41cd6c47b23975098cd155517790e018670785e7 (patch)
tree247333528ad674d427ba96b1e05810f7961d609e /src/gleem/BSphere.java
parent935d2596c13371bb745d921dbcb9f05b0c11a010 (diff)
Copied JOGL_2_SANDBOX r350 on to trunk; JOGL_2_SANDBOX branch is now closed
git-svn-id: file:///usr/local/projects/SUN/JOGL/git-svn/../svn-server-sync/jogl-demos/trunk@352 3298f667-5e0e-4b4a-8ed4-a3559d26a5f4
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diff --git a/src/gleem/BSphere.java b/src/gleem/BSphere.java
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+/*
+ * gleem -- OpenGL Extremely Easy-To-Use Manipulators.
+ * Copyright (C) 1998-2003 Kenneth B. Russell ([email protected])
+ *
+ * Copying, distribution and use of this software in source and binary
+ * forms, with or without modification, is permitted provided that the
+ * following conditions are met:
+ *
+ * Distributions of source code must reproduce the copyright notice,
+ * this list of conditions and the following disclaimer in the source
+ * code header files; and Distributions of binary code must reproduce
+ * the copyright notice, this list of conditions and the following
+ * disclaimer in the documentation, Read me file, license file and/or
+ * other materials provided with the software distribution.
+ *
+ * The names of Sun Microsystems, Inc. ("Sun") and/or the copyright
+ * holder may not be used to endorse or promote products derived from
+ * this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED "AS IS," WITHOUT A WARRANTY OF ANY
+ * KIND. ALL EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND
+ * WARRANTIES, INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE, NON-INTERFERENCE, ACCURACY OF
+ * INFORMATIONAL CONTENT OR NON-INFRINGEMENT, ARE HEREBY EXCLUDED. THE
+ * COPYRIGHT HOLDER, SUN AND SUN'S LICENSORS SHALL NOT BE LIABLE FOR
+ * ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR
+ * DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL THE
+ * COPYRIGHT HOLDER, SUN OR SUN'S LICENSORS BE LIABLE FOR ANY LOST
+ * REVENUE, PROFIT OR DATA, OR FOR DIRECT, INDIRECT, SPECIAL,
+ * CONSEQUENTIAL, INCIDENTAL OR PUNITIVE DAMAGES, HOWEVER CAUSED AND
+ * REGARDLESS OF THE THEORY OF LIABILITY, ARISING OUT OF THE USE OF OR
+ * INABILITY TO USE THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY
+ * OF SUCH DAMAGES. YOU ACKNOWLEDGE THAT THIS SOFTWARE IS NOT
+ * DESIGNED, LICENSED OR INTENDED FOR USE IN THE DESIGN, CONSTRUCTION,
+ * OPERATION OR MAINTENANCE OF ANY NUCLEAR FACILITY. THE COPYRIGHT
+ * HOLDER, SUN AND SUN'S LICENSORS DISCLAIM ANY EXPRESS OR IMPLIED
+ * WARRANTY OF FITNESS FOR SUCH USES.
+ */
+
+package gleem;
+
+import gleem.linalg.*;
+
+/** Represents a bounding sphere. */
+
+public class BSphere {
+ private Vec3f center = new Vec3f();
+ private float radius;
+ private float radSq;
+
+ /** Default constructor creates a sphere with center (0, 0, 0) and
+ radius 0 */
+ public BSphere() {
+ makeEmpty();
+ }
+
+ public BSphere(Vec3f center, float radius) {
+ set(center, radius);
+ }
+
+ /** Re-initialize this sphere to center (0, 0, 0) and radius 0 */
+ public void makeEmpty() {
+ center.set(0, 0, 0);
+ radius = radSq = 0;
+ }
+
+ public void setCenter(Vec3f center) { this.center.set(center); }
+ public Vec3f getCenter() { return center; }
+
+ public void setRadius(float radius) { this.radius = radius;
+ radSq = radius * radius; }
+ public float getRadius() { return radius; }
+
+ public void set(Vec3f center, float radius) {
+ setCenter(center); setRadius(radius);
+ }
+ /** Returns radius and mutates passed "center" vector */
+ float get(Vec3f center) {
+ center.set(this.center); return radius;
+ }
+
+ /** Mutate this sphere to encompass both itself and the argument.
+ Ignores zero-size arguments. */
+ public void extendBy(BSphere arg) {
+ if ((radius == 0.0f) || (arg.radius == 0.0f))
+ return;
+ // FIXME: This algorithm is a quick hack -- minimum bounding
+ // sphere of a set of other spheres is a well studied problem, but
+ // not by me
+ Vec3f diff = arg.center.minus(center);
+ if (diff.lengthSquared() == 0.0f) {
+ setRadius(Math.max(radius, arg.radius));
+ return;
+ }
+ IntersectionPoint[] intPt = new IntersectionPoint[4];
+ for (int i = 0; i < intPt.length; i++) {
+ intPt[i] = new IntersectionPoint();
+ }
+ int numIntersections;
+ numIntersections = intersectRay(center, diff, intPt[0], intPt[1]);
+ assert numIntersections == 2;
+ numIntersections = intersectRay(center, diff, intPt[2], intPt[3]);
+ assert numIntersections == 2;
+ IntersectionPoint minIntPt = intPt[0];
+ IntersectionPoint maxIntPt = intPt[0];
+ // Find minimum and maximum t values, take associated intersection
+ // points, find midpoint and half length of line segment -->
+ // center and radius.
+ for (int i = 0; i < 4; i++) {
+ if (intPt[i].getT() < minIntPt.getT()) {
+ minIntPt = intPt[i];
+ } else if (intPt[i].getT() > maxIntPt.getT()) {
+ maxIntPt = intPt[i];
+ }
+ }
+ // Compute the average -- this is the new center
+ center.add(minIntPt.getIntersectionPoint(),
+ maxIntPt.getIntersectionPoint());
+ center.scale(0.5f);
+ // Compute half the length -- this is the radius
+ setRadius(
+ 0.5f *
+ minIntPt.getIntersectionPoint().
+ minus(maxIntPt.getIntersectionPoint()).
+ length()
+ );
+ }
+
+ /** Intersect a ray with the sphere. This is a one-sided ray
+ cast. Mutates one or both of intPt0 and intPt1. Returns number
+ of intersections which occurred. */
+ int intersectRay(Vec3f rayStart,
+ Vec3f rayDirection,
+ IntersectionPoint intPt0,
+ IntersectionPoint intPt1) {
+ // Solve quadratic equation
+ float a = rayDirection.lengthSquared();
+ if (a == 0.0)
+ return 0;
+ float b = 2.0f * (rayStart.dot(rayDirection) - rayDirection.dot(center));
+ Vec3f tempDiff = center.minus(rayStart);
+ float c = tempDiff.lengthSquared() - radSq;
+ float disc = b * b - 4 * a * c;
+ if (disc < 0.0f)
+ return 0;
+ int numIntersections;
+ if (disc == 0.0f)
+ numIntersections = 1;
+ else
+ numIntersections = 2;
+ intPt0.setT((0.5f * (-1.0f * b + (float) Math.sqrt(disc))) / a);
+ if (numIntersections == 2)
+ intPt1.setT((0.5f * (-1.0f * b - (float) Math.sqrt(disc))) / a);
+ Vec3f tmp = new Vec3f(rayDirection);
+ tmp.scale(intPt0.getT());
+ tmp.add(tmp, rayStart);
+ intPt0.setIntersectionPoint(tmp);
+ if (numIntersections == 2) {
+ tmp.set(rayDirection);
+ tmp.scale(intPt1.getT());
+ tmp.add(tmp, rayStart);
+ intPt1.setIntersectionPoint(tmp);
+ }
+ return numIntersections;
+ }
+}