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++ // Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
++ // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only
++
++ #include "sphere_p.h"
++
++ #include <Qt3DRender/private/qray3d_p.h>
++
++ #include <QPair>
++
++ #include <math.h>
++ #include <algorithm>
++
++ QT_BEGIN_NAMESPACE
++
++ namespace {
++
++ // Algorithms taken from Real-time collision detection, p178-179
++
++ // Intersects ray r = p + td, |d| = 1, with sphere s and, if intersecting,
++ // returns true and intersection point q; false otherwise
++ bool intersectRaySphere(const Qt3DRender::RayCasting::QRay3D &ray, const Qt3DRender::Render::Sphere &s, Vector3D *q = nullptr)
++ {
++ if (s.isNull())
++ return false;
++
++ const Vector3D p = ray.origin();
++ const Vector3D d = ray.direction();
++ const Vector3D m = p - s.center();
++ const float c = Vector3D::dotProduct(m, m) - s.radius() * s.radius();
++
++ // If there is definitely at least one real root, there must be an intersection
++ if (q == nullptr && c <= 0.0f)
++ return true;
++
++ const float b = Vector3D::dotProduct(m, d);
++ // Exit if r’s origin outside s (c > 0) and r pointing away from s (b > 0)
++ if (c > 0.0f && b > 0.0f)
++ return false;
++
++ const float discr = b*b - c;
++ // A negative discriminant corresponds to ray missing sphere
++ if (discr < 0.0f)
++ return false;
++
++ // If we don't need the intersection point, return early
++ if (q == nullptr)
++ return true;
++
++ // Ray now found to intersect sphere, compute smallest t value of intersection
++ float t = -b - sqrt(discr);
++
++ // If t is negative, ray started inside sphere so clamp t to zero
++ if (t < 0.0f)
++ t = 0.0f;
++
++ *q = p + t * d;
++ return true;
++ }
++
++ inline void constructRitterSphere(Qt3DRender::Render::Sphere &s, const QList<Vector3D> &points)
++ {
++ //def bounding_sphere(points):
++ // dist = lambda a,b: ((a[0] - b[0])**2 + (a[1] - b[1])**2 + (a[2] - b[2])**2)**0.5
++ // x = points[0]
++ // y = max(points,key= lambda p: dist(p,x) )
++ // z = max(points,key= lambda p: dist(p,y) )
++ // bounding_sphere = (((y[0]+z[0])/2,(y[1]+z[1])/2,(y[2]+z[2])/2), dist(y,z)/2)
++ //
++ // exterior_points = [p for p in points if dist(p,bounding_sphere[0]) > bounding_sphere[1] ]
++ // while ( len(exterior_points) > 0 ):
++ // pt = exterior_points.pop()
++ // if (dist(pt, bounding_sphere[0]) > bounding_sphere[1]):
++ // bounding_sphere = (bounding_sphere[0],dist(pt,bounding_sphere[0]))
++ //
++ // return bounding_sphere
++
++ const Vector3D x = points[0];
++ const Vector3D y = *std::max_element(points.begin(), points.end(), [&x](const Vector3D& lhs, const Vector3D& rhs){ return (lhs - x).lengthSquared() < (rhs - x).lengthSquared(); });
++ const Vector3D z = *std::max_element(points.begin(), points.end(), [&y](const Vector3D& lhs, const Vector3D& rhs){ return (lhs - y).lengthSquared() < (rhs - y).lengthSquared(); });
++
++ const Vector3D center = (y + z) * 0.5f;
++ const Vector3D maxDistPt = *std::max_element(points.begin(), points.end(), [&center](const Vector3D& lhs, const Vector3D& rhs){ return (lhs - center).lengthSquared() < (rhs - center).lengthSquared(); });
++ const float radius = (maxDistPt - center).length();
++
++ s.setCenter(center);
++ s.setRadius(radius);
++ }
++
++ } // anonymous namespace
++
++ namespace Qt3DRender {
++
++ namespace Render {
++
++ const float Sphere::ms_epsilon = 1.0e-7f;
++
++ Sphere Sphere::fromPoints(const QList<Vector3D> &points)
++ {
++ Sphere s;
++ s.initializeFromPoints(points);
++ return s;
++ }
++
++ void Sphere::initializeFromPoints(const QList<Vector3D> &points)
++ {
++ if (!points.isEmpty())
++ constructRitterSphere(*this, points);
++ }
++
++ void Sphere::expandToContain(const Vector3D &p)
++ {
++ if (isNull()) {
++ m_center = p;
++ m_radius = 0.0f;
++ return;
++ }
++
++ const Vector3D d = p - m_center;
++ const float dist2 = d.lengthSquared();
++
++ if (dist2 > m_radius * m_radius) {
++ // Expand radius so sphere also contains p
++ const float dist = sqrt(dist2);
++ const float newRadius = 0.5f * (m_radius + dist);
++ const float k = (newRadius - m_radius) / dist;
++ m_radius = newRadius;
++ m_center += k * d;
++ }
++ }
++
++ void Sphere::expandToContain(const Sphere &sphere)
++ {
++ if (isNull()) {
++ *this = sphere;
++ return;
++ } else if (sphere.isNull()) {
++ return;
++ }
++
++ const Vector3D d(sphere.m_center - m_center);
++ const float dist2 = d.lengthSquared();
++
++ const float dr = sphere.m_radius - m_radius;
++ if (dr * dr >= dist2) {
++ // Larger sphere encloses the smaller. Set our size to the larger
++ if (m_radius > sphere.m_radius)
++ return;
++ else
++ *this = sphere;
++ } else {
++ // The spheres are overlapping or disjoint
++ const float dist = sqrt(dist2);
++ const float newRadius = 0.5f * (dist + m_radius + sphere.m_radius);
++ if (dist > ms_epsilon)
++ m_center += d * (newRadius - m_radius) / dist;
++ m_radius = newRadius;
++ }
++ }
++
++ Sphere Sphere::transformed(const Matrix4x4 &mat) const
++ {
++ if (isNull())
++ return *this;
++
++ // Transform extremities in x, y, and z directions to find extremities
++ // of the resulting ellipsoid
++ Vector3D x = mat.map(m_center + Vector3D(m_radius, 0.0f, 0.0f));
++ Vector3D y = mat.map(m_center + Vector3D(0.0f, m_radius, 0.0f));
++ Vector3D z = mat.map(m_center + Vector3D(0.0f, 0.0f, m_radius));
++
++ // Transform center and find maximum radius of ellipsoid
++ Vector3D c = mat.map(m_center);
++ float rSquared = qMax(qMax((x - c).lengthSquared(), (y - c).lengthSquared()), (z - c).lengthSquared());
++ return Sphere(c, sqrt(rSquared), id());
++ }
++
++ Qt3DCore::QNodeId Sphere::id() const
++ {
++ return m_id;
++ }
++
++ bool Sphere::intersects(const RayCasting::QRay3D &ray, Vector3D *q, Vector3D *uvw) const
++ {
++ Q_UNUSED(uvw);
++ return intersectRaySphere(ray, *this, q);
++ }
++
++ Sphere::Type Sphere::type() const
++ {
++ return RayCasting::QBoundingVolume::Sphere;
++ }
++
++ #ifndef QT_NO_DEBUG_STREAM
++
++ QDebug operator<<(QDebug dbg, const Sphere &sphere)
++ {
++ QDebugStateSaver saver(dbg);
++ dbg.nospace() << "Sphere(center("
++ << sphere.center().x() << ", " << sphere.center().y() << ", "
++ << sphere.center().z() << ") - radius(" << sphere.radius() << "))";
++ return dbg;
++ }
++
++ #endif
++
++ } // Render
++
++ } // Qt3DRender
++
++ QT_END_NAMESPACE