初始提交: UE5.3项目基础框架

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