Files
SingularityViewer/indra/llmath/llsphere.cpp
Inusaito Sayori 8766335708 Up the maximum field of view to 320, from 175, on request from Tazy Scientist
Better for reallllly wide screens and multiscreen setups, apparently.

Also, let's merge with v-r while we're at it, since llcamera.h requires a large-ish recompile
Nothing functional though.
And some license updates to some identical files in llmath.
2014-06-11 03:24:46 -04:00

372 lines
11 KiB
C++

/**
* @file llsphere.cpp
* @author Andrew Meadows
* @brief Simple line class that can compute nearest approach between two lines
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2010, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library 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
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
#include "linden_common.h"
#include "llsphere.h"
LLSphere::LLSphere()
: mCenter(0.f, 0.f, 0.f),
mRadius(0.f)
{ }
LLSphere::LLSphere( const LLVector3& center, F32 radius)
{
set(center, radius);
}
void LLSphere::set( const LLVector3& center, F32 radius )
{
mCenter = center;
setRadius(radius);
}
void LLSphere::setCenter( const LLVector3& center)
{
mCenter = center;
}
void LLSphere::setRadius( F32 radius)
{
if (radius < 0.f)
{
radius = -radius;
}
mRadius = radius;
}
const LLVector3& LLSphere::getCenter() const
{
return mCenter;
}
F32 LLSphere::getRadius() const
{
return mRadius;
}
// returns 'TRUE' if this sphere completely contains other_sphere
BOOL LLSphere::contains(const LLSphere& other_sphere) const
{
F32 separation = (mCenter - other_sphere.mCenter).length();
return (mRadius >= separation + other_sphere.mRadius) ? TRUE : FALSE;
}
// returns 'TRUE' if this sphere completely contains other_sphere
BOOL LLSphere::overlaps(const LLSphere& other_sphere) const
{
F32 separation = (mCenter - other_sphere.mCenter).length();
return (separation <= mRadius + other_sphere.mRadius) ? TRUE : FALSE;
}
// returns overlap
// negative overlap is closest approach
F32 LLSphere::getOverlap(const LLSphere& other_sphere) const
{
// separation is distance from other_sphere's edge and this center
return (mCenter - other_sphere.mCenter).length() - mRadius - other_sphere.mRadius;
}
bool LLSphere::operator==(const LLSphere& rhs) const
{
// TODO? -- use approximate equality for centers?
return (mRadius == rhs.mRadius
&& mCenter == rhs.mCenter);
}
std::ostream& operator<<( std::ostream& output_stream, const LLSphere& sphere)
{
output_stream << "{center=" << sphere.mCenter << "," << "radius=" << sphere.mRadius << "}";
return output_stream;
}
// static
// removes any spheres that are contained in others
void LLSphere::collapse(std::vector<LLSphere>& sphere_list)
{
std::vector<LLSphere>::iterator first_itr = sphere_list.begin();
while (first_itr != sphere_list.end())
{
bool delete_from_front = false;
std::vector<LLSphere>::iterator second_itr = first_itr;
++second_itr;
while (second_itr != sphere_list.end())
{
if (second_itr->contains(*first_itr))
{
delete_from_front = true;
break;
}
else if (first_itr->contains(*second_itr))
{
sphere_list.erase(second_itr++);
}
else
{
++second_itr;
}
}
if (delete_from_front)
{
sphere_list.erase(first_itr++);
}
else
{
++first_itr;
}
}
}
// static
// returns the bounding sphere that contains both spheres
LLSphere LLSphere::getBoundingSphere(const LLSphere& first_sphere, const LLSphere& second_sphere)
{
LLVector3 direction = second_sphere.mCenter - first_sphere.mCenter;
// HACK -- it is possible to get enough floating point error in the
// other getBoundingSphere() method that we have to add some slop
// at the end. Unfortunately, this breaks the link-order invarience
// for the linkability tests... unless we also apply the same slop
// here.
F32 half_milimeter = 0.0005f;
F32 distance = direction.length();
if (0.f == distance)
{
direction.setVec(1.f, 0.f, 0.f);
}
else
{
direction.normVec();
}
// the 'edge' is measured from the first_sphere's center
F32 max_edge = 0.f;
F32 min_edge = 0.f;
max_edge = llmax(max_edge + first_sphere.getRadius(), max_edge + distance + second_sphere.getRadius() + half_milimeter);
min_edge = llmin(min_edge - first_sphere.getRadius(), min_edge + distance - second_sphere.getRadius() - half_milimeter);
F32 radius = 0.5f * (max_edge - min_edge);
LLVector3 center = first_sphere.mCenter + (0.5f * (max_edge + min_edge)) * direction;
return LLSphere(center, radius);
}
// static
// returns the bounding sphere that contains an arbitrary set of spheres
LLSphere LLSphere::getBoundingSphere(const std::vector<LLSphere>& sphere_list)
{
// this algorithm can get relatively inaccurate when the sphere
// collection is 'small' (contained within a bounding sphere of about
// 2 meters or less)
// TODO -- improve the accuracy for small collections of spheres
LLSphere bounding_sphere( LLVector3(0.f, 0.f, 0.f), 0.f );
S32 sphere_count = sphere_list.size();
if (1 == sphere_count)
{
// trivial case -- single sphere
std::vector<LLSphere>::const_iterator sphere_itr = sphere_list.begin();
bounding_sphere = *sphere_itr;
}
else if (2 == sphere_count)
{
// trivial case -- two spheres
std::vector<LLSphere>::const_iterator first_sphere = sphere_list.begin();
std::vector<LLSphere>::const_iterator second_sphere = first_sphere;
++second_sphere;
bounding_sphere = LLSphere::getBoundingSphere(*first_sphere, *second_sphere);
}
else if (sphere_count > 0)
{
// non-trivial case -- we will approximate the solution
//
// NOTE -- there is a fancy/fast way to do this for large
// numbers of arbirary N-dimensional spheres -- you can look it
// up on the net. We're dealing with 3D spheres at collection
// sizes of 256 spheres or smaller, so we just use this
// brute force method.
// TODO -- perhaps would be worthwile to test for the solution where
// the largest spanning radius just happens to work. That is, where
// there are really two spheres that determine the bounding sphere,
// and all others are contained therein.
// compute the AABB
std::vector<LLSphere>::const_iterator first_itr = sphere_list.begin();
LLVector3 max_corner = first_itr->getCenter() + first_itr->getRadius() * LLVector3(1.f, 1.f, 1.f);
LLVector3 min_corner = first_itr->getCenter() - first_itr->getRadius() * LLVector3(1.f, 1.f, 1.f);
{
std::vector<LLSphere>::const_iterator sphere_itr = sphere_list.begin();
for (++sphere_itr; sphere_itr != sphere_list.end(); ++sphere_itr)
{
LLVector3 center = sphere_itr->getCenter();
F32 radius = sphere_itr->getRadius();
for (S32 i=0; i<3; ++i)
{
if (center.mV[i] + radius > max_corner.mV[i])
{
max_corner.mV[i] = center.mV[i] + radius;
}
if (center.mV[i] - radius < min_corner.mV[i])
{
min_corner.mV[i] = center.mV[i] - radius;
}
}
}
}
// get the starting center and radius from the AABB
LLVector3 diagonal = max_corner - min_corner;
F32 bounding_radius = 0.5f * diagonal.length();
LLVector3 bounding_center = 0.5f * (max_corner + min_corner);
// compute the starting step-size
F32 minimum_radius = 0.5f * llmin(diagonal.mV[VX], llmin(diagonal.mV[VY], diagonal.mV[VZ]));
F32 step_length = bounding_radius - minimum_radius;
S32 step_count = 0;
S32 max_step_count = 12;
F32 half_milimeter = 0.0005f;
// wander the center around in search of tighter solutions
S32 last_dx = 2; // 2 is out of bounds --> no match
S32 last_dy = 2;
S32 last_dz = 2;
while (step_length > half_milimeter
&& step_count < max_step_count)
{
// the algorithm for testing the maximum radius could be expensive enough
// that it makes sense to NOT duplicate testing when possible, so we keep
// track of where we last tested, and only test the new points
S32 best_dx = 0;
S32 best_dy = 0;
S32 best_dz = 0;
// sample near the center of the box
bool found_better_center = false;
for (S32 dx = -1; dx < 2; ++dx)
{
for (S32 dy = -1; dy < 2; ++dy)
{
for (S32 dz = -1; dz < 2; ++dz)
{
if (dx == 0 && dy == 0 && dz == 0)
{
continue;
}
// count the number of indecies that match the last_*'s
S32 match_count = 0;
if (last_dx == dx) ++match_count;
if (last_dy == dy) ++match_count;
if (last_dz == dz) ++match_count;
if (match_count == 2)
{
// we've already tested this point
continue;
}
LLVector3 center = bounding_center;
center.mV[VX] += (F32) dx * step_length;
center.mV[VY] += (F32) dy * step_length;
center.mV[VZ] += (F32) dz * step_length;
// compute the radius of the bounding sphere
F32 max_radius = 0.f;
std::vector<LLSphere>::const_iterator sphere_itr;
for (sphere_itr = sphere_list.begin(); sphere_itr != sphere_list.end(); ++sphere_itr)
{
F32 radius = (sphere_itr->getCenter() - center).length() + sphere_itr->getRadius();
if (radius > max_radius)
{
max_radius = radius;
}
}
if (max_radius < bounding_radius)
{
best_dx = dx;
best_dy = dy;
best_dz = dz;
bounding_center = center;
bounding_radius = max_radius;
found_better_center = true;
}
}
}
}
if (found_better_center)
{
// remember where we came from so we can avoid retesting
last_dx = -best_dx;
last_dy = -best_dy;
last_dz = -best_dz;
}
else
{
// reduce the step size
step_length *= 0.5f;
//++step_count;
// reset the last_*'s
last_dx = 2; // 2 is out of bounds --> no match
last_dy = 2;
last_dz = 2;
}
}
// HACK -- it is possible to get enough floating point error for the
// bounding sphere to too small on the order of 10e-6, but we only need
// it to be accurate to within about half a millimeter
bounding_radius += half_milimeter;
// this algorithm can get relatively inaccurate when the sphere
// collection is 'small' (contained within a bounding sphere of about
// 2 meters or less)
// TODO -- fix this
/* debug code
{
std::vector<LLSphere>::const_iterator sphere_itr;
for (sphere_itr = sphere_list.begin(); sphere_itr != sphere_list.end(); ++sphere_itr)
{
F32 radius = (sphere_itr->getCenter() - bounding_center).length() + sphere_itr->getRadius();
if (radius + 0.1f > bounding_radius)
{
std::cout << " rad = " << radius << " bounding - rad = " << (bounding_radius - radius) << std::endl;
}
}
std::cout << "\n" << std::endl;
}
*/
bounding_sphere.set(bounding_center, bounding_radius);
}
return bounding_sphere;
}