初始提交: UE5.3项目基础框架
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Plugins/CesiumForUnreal/Source/ThirdParty/include/CesiumGeometry/BoundingSphere.h
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91
Plugins/CesiumForUnreal/Source/ThirdParty/include/CesiumGeometry/BoundingSphere.h
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#pragma once
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#include "CullingResult.h"
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#include "Library.h"
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#include <glm/fwd.hpp>
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#include <glm/vec3.hpp>
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namespace CesiumGeometry {
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class Plane;
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/**
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* @brief A bounding sphere with a center and a radius.
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*/
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class CESIUMGEOMETRY_API BoundingSphere final {
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public:
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/**
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* @brief Construct a new instance.
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*
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* @param center The center of the bounding sphere.
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* @param radius The radius of the bounding sphere.
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*/
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constexpr BoundingSphere(const glm::dvec3& center, double radius) noexcept
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: _center(center), _radius(radius) {}
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/**
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* @brief Gets the center of the bounding sphere.
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*/
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constexpr const glm::dvec3& getCenter() const noexcept {
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return this->_center;
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}
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/**
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* @brief Gets the radius of the bounding sphere.
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*/
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constexpr double getRadius() const noexcept { return this->_radius; }
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/**
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* @brief Determines on which side of a plane this boundings sphere is
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* located.
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*
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* @param plane The plane to test against.
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* @return The {@link CullingResult}:
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* * `Inside` if the entire sphere is on the side of the plane the normal is
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* pointing.
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* * `Outside` if the entire sphere is on the opposite side.
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* * `Intersecting` if the sphere intersects the plane.
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*/
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CullingResult intersectPlane(const Plane& plane) const noexcept;
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/**
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* @brief Computes the distance squared from a position to the closest point
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* on this bounding sphere. Returns 0 if the point is inside the sphere.
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*
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* @param position The position.
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* @return The distance squared from the position to the closest point on this
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* bounding sphere.
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*
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* @snippet TestBoundingSphere.cpp distanceSquaredTo
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*/
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double
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computeDistanceSquaredToPosition(const glm::dvec3& position) const noexcept;
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/**
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* @brief Computes whether the given position is contained within the bounding
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* sphere.
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*
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* @param position The position.
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* @return Whether the position is contained within the bounding sphere.
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*/
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bool contains(const glm::dvec3& position) const noexcept;
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/**
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* @brief Transforms this bounding sphere to another coordinate system using a
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* 4x4 matrix.
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*
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* If the transformation has non-uniform scale, the bounding sphere's radius
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* is scaled by the largest scale value among the transformation's axes.
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*
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* @param transformation The transformation.
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* @return The bounding sphere in the new coordinate system.
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*/
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BoundingSphere transform(const glm::dmat4& transformation) const noexcept;
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private:
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glm::dvec3 _center;
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double _radius;
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};
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} // namespace CesiumGeometry
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