Companion
Functions
Duplicates a BoundingSphere instance.
The distances calculated by the vector from the center of the bounding sphere to position projected onto direction plus/minus the radius of the bounding sphere.
Computes the estimated distance squared from the closest point on a bounding sphere to a point.
Compares the provided BoundingSphere componentwise and returns true
if they are equal, false
otherwise.
Computes a bounding sphere by enlarging the provided sphere to contain the provided point.
Computes a tight-fitting bounding sphere enclosing the provided array of bounding spheres.
Computes a bounding sphere from the corner points of an axis-aligned bounding box. The sphere tightly and fully encompasses the box.
Creates a bounding sphere encompassing an ellipsoid.
Computes a tight-fitting bounding sphere enclosing a list of EncodedCartesian3s, where the points are stored in parallel flat arrays in X, Y, Z, order. The bounding sphere is computed by running two algorithms, a naive algorithm and Ritter's algorithm. The smaller of the two spheres is used to ensure a tight fit.
Computes a tight-fitting bounding sphere enclosing the provided oriented bounding box.
Computes a tight-fitting bounding sphere enclosing a list of 3D Cartesian points. The bounding sphere is computed by running two algorithms, a naive algorithm and Ritter's algorithm. The smaller of the two spheres is used to ensure a tight fit.
Computes a bounding sphere from a rectangle projected in 2D.
Computes a bounding sphere from a rectangle in 3D. The bounding sphere is created using a subsample of points on the ellipsoid and contained in the rectangle. It may not be accurate for all rectangles on all types of ellipsoids.
Computes a bounding sphere from a rectangle projected in 2D. The bounding sphere accounts for the object's minimum and maximum heights over the rectangle.
Computes a tight-fitting bounding sphere enclosing the provided affine transformation.
Computes a tight-fitting bounding sphere enclosing a list of 3D points, where the points are stored in a flat array in X, Y, Z, order. The bounding sphere is computed by running two algorithms, a naive algorithm and Ritter's algorithm. The smaller of the two spheres is used to ensure a tight fit.
Determines which side of a plane a sphere is located.
Determines whether or not a sphere is hidden from view by the occluder.
Stores the provided instance into the provided array.
Creates a bounding sphere in 2D from a bounding sphere in 3D world coordinates.
Applies a 4x4 affine transformation matrix to a bounding sphere.
Applies a 4x4 affine transformation matrix to a bounding sphere where there is no scale The transformation matrix is not verified to have a uniform scale of 1. This method is faster than computing the general bounding sphere transform using BoundingSphere.transform.
Computes a bounding sphere that contains both the left and right bounding spheres.
Retrieves an instance from a packed array.