Exemple #1
0
        public int QuerySide(ref Sphere3 sphere, float epsilon = 1E-05f)
        {
            float num = this.Normal.Dot(sphere.Center) - this.Constant;

            if (num > sphere.Radius - epsilon)
            {
                return(1);
            }
            if (num >= -sphere.Radius + epsilon)
            {
                return(0);
            }
            return(-1);
        }
Exemple #2
0
        public void Include(ref Sphere3 sphere)
        {
            Vector3 a            = sphere.Center - this.Center;
            float   sqrMagnitude = a.sqrMagnitude;
            float   num          = sphere.Radius - this.Radius;
            float   num2         = num * num;

            if (num2 >= sqrMagnitude)
            {
                if (num >= 0f)
                {
                    this = sphere;
                }
                return;
            }
            float num3 = Mathf.Sqrt(sqrMagnitude);

            if (num3 > 1E-05f)
            {
                float d = (num3 + num) / (2f * num3);
                this.Center += d * a;
            }
            this.Radius = 0.5f * (num3 + this.Radius + sphere.Radius);
        }
Exemple #3
0
        public bool QuerySidePositive(ref Sphere3 sphere, float epsilon = 1E-05f)
        {
            float num = this.Normal.Dot(sphere.Center) - this.Constant;

            return(num >= sphere.Radius - epsilon);
        }
Exemple #4
0
 public void Include(Sphere3 sphere)
 {
     this.Include(ref sphere);
 }
Exemple #5
0
        public static bool CreateInscribed(Vector3 v0, Vector3 v1, Vector3 v2, Vector3 v3, out Sphere3 sphere)
        {
            Vector3 vector  = v1 - v0;
            Vector3 vector2 = v2 - v0;
            Vector3 vector3 = v3 - v0;
            Vector3 value   = v2 - v1;
            Vector3 vector4 = v3 - v1;
            Vector3 vector5 = vector4.Cross(value);
            Vector3 vector6 = vector2.Cross(vector3);
            Vector3 vector7 = vector3.Cross(vector);
            Vector3 vector8 = vector.Cross(vector2);

            if (Mathf.Abs(Vector3ex.Normalize(ref vector5, 1E-05f)) < 1E-05f)
            {
                sphere = default(Sphere3);
                return(false);
            }
            if (Mathf.Abs(Vector3ex.Normalize(ref vector6, 1E-05f)) < 1E-05f)
            {
                sphere = default(Sphere3);
                return(false);
            }
            if (Mathf.Abs(Vector3ex.Normalize(ref vector7, 1E-05f)) < 1E-05f)
            {
                sphere = default(Sphere3);
                return(false);
            }
            if (Mathf.Abs(Vector3ex.Normalize(ref vector8, 1E-05f)) < 1E-05f)
            {
                sphere = default(Sphere3);
                return(false);
            }
            float[,] array = new float[3, 3];
            array[0, 0]    = vector6.x - vector5.x;
            array[0, 1]    = vector6.y - vector5.y;
            array[0, 2]    = vector6.z - vector5.z;
            array[1, 0]    = vector7.x - vector5.x;
            array[1, 1]    = vector7.y - vector5.y;
            array[1, 2]    = vector7.z - vector5.z;
            array[2, 0]    = vector8.x - vector5.x;
            array[2, 1]    = vector8.y - vector5.y;
            array[2, 2]    = vector8.z - vector5.z;
            float[,] a     = array;
            float[] b = new float[]
            {
                0f,
                0f,
                -vector8.Dot(vector3)
            };
            Vector3 vector9;

            if (LinearSystem.Solve3(a, b, out vector9, 1E-05f))
            {
                sphere.Center = v3 + vector9;
                sphere.Radius = Mathf.Abs(vector5.Dot(vector9));
                return(true);
            }
            sphere = default(Sphere3);
            return(false);
        }
Exemple #6
0
        public static bool CreateCircumscribed(Vector3 v0, Vector3 v1, Vector3 v2, Vector3 v3, out Sphere3 sphere)
        {
            Vector3 vector  = v1 - v0;
            Vector3 vector2 = v2 - v0;
            Vector3 vector3 = v3 - v0;

            float[,] array = new float[3, 3];
            array[0, 0]    = vector.x;
            array[0, 1]    = vector.y;
            array[0, 2]    = vector.z;
            array[1, 0]    = vector2.x;
            array[1, 1]    = vector2.y;
            array[1, 2]    = vector2.z;
            array[2, 0]    = vector3.x;
            array[2, 1]    = vector3.y;
            array[2, 2]    = vector3.z;
            float[,] a     = array;
            float[] b = new float[]
            {
                0.5f * vector.sqrMagnitude,
                0.5f * vector2.sqrMagnitude,
                0.5f * vector3.sqrMagnitude
            };
            Vector3 b2;

            if (LinearSystem.Solve3(a, b, out b2, 1E-05f))
            {
                sphere.Center = v0 + b2;
                sphere.Radius = b2.magnitude;
                return(true);
            }
            sphere = default(Sphere3);
            return(false);
        }