Пример #1
0
        /// <summary>
        /// Creates the smallest <see cref="BoundingSphere"/> that can contain a specified list of points in 3D-space.
        /// </summary>
        /// <param name="points">List of point to create the sphere from.</param>
        /// <returns>The new <see cref="BoundingSphere"/>.</returns>
        public static BoundingSphere CreateFromPoints(IEnumerable <Vector3> points)
        {
            if (points == null)
            {
                throw new ArgumentNullException("points");
            }

            // From "Real-Time Collision Detection" (Page 89)

            Vector3 minx = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue);
            Vector3 maxx = -minx;
            Vector3 miny = minx;
            Vector3 maxy = -minx;
            Vector3 minz = minx;
            Vector3 maxz = -minx;

            // Find the most extreme points along the principle axis.
            int numPoints = 0;

            foreach (Vector3 pt in points)
            {
                numPoints += 1;

                if (pt.X < minx.X)
                {
                    minx = pt;
                }
                if (pt.X > maxx.X)
                {
                    maxx = pt;
                }
                if (pt.Y < miny.Y)
                {
                    miny = pt;
                }
                if (pt.Y > maxy.Y)
                {
                    maxy = pt;
                }
                if (pt.Z < minz.Z)
                {
                    minz = pt;
                }
                if (pt.Z > maxz.Z)
                {
                    maxz = pt;
                }
            }

            if (numPoints == 0)
            {
                throw new ArgumentException(
                          "You should have at least one point in points."
                          );
            }

            float sqDistX = Vector3.DistanceSquared(maxx, minx);
            float sqDistY = Vector3.DistanceSquared(maxy, miny);
            float sqDistZ = Vector3.DistanceSquared(maxz, minz);

            // Pick the pair of most distant points.
            Vector3 min = minx;
            Vector3 max = maxx;

            if (sqDistY > sqDistX && sqDistY > sqDistZ)
            {
                max = maxy;
                min = miny;
            }
            if (sqDistZ > sqDistX && sqDistZ > sqDistY)
            {
                max = maxz;
                min = minz;
            }

            Vector3 center = (min + max) * 0.5f;
            float   radius = Vector3.Distance(max, center);

            // Test every point and expand the sphere.
            // The current bounding sphere is just a good approximation and may not enclose all points.
            // From: Mathematics for 3D Game Programming and Computer Graphics, Eric Lengyel, Third Edition.
            // Page 218
            float sqRadius = radius * radius;

            foreach (Vector3 pt in points)
            {
                Vector3 diff   = (pt - center);
                float   sqDist = diff.LengthSquared();
                if (sqDist > sqRadius)
                {
                    float   distance  = (float)Math.Sqrt(sqDist);                   // equal to diff.Length();
                    Vector3 direction = diff / distance;
                    Vector3 G         = center - radius * direction;
                    center   = (G + pt) / 2;
                    radius   = Vector3.Distance(pt, center);
                    sqRadius = radius * radius;
                }
            }

            return(new BoundingSphere(center, radius));
        }