mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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93 lines
2.9 KiB
C++
93 lines
2.9 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _MSPHERE_H_
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#define _MSPHERE_H_
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#ifndef _MPOINT3_H_
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#include "math/mPoint3.h"
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#endif
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class SphereF
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{
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public:
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Point3F center;
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F32 radius;
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public:
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SphereF() :radius(1.0f) {}
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SphereF( const Point3F& in_rPosition, const F32 in_rRadius )
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: center(in_rPosition),
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radius(in_rRadius)
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{
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if ( radius < 0.0f )
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radius = 0.0f;
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}
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bool isContained( const Point3F& in_rContain ) const;
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bool isContained( const SphereF& in_rContain ) const;
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bool isIntersecting( const SphereF& in_rIntersect ) const;
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bool intersectsRay( const Point3F &start, const Point3F &end ) const;
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F32 distanceTo( const Point3F &pt ) const;
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F32 squareDistanceTo( const Point3F &pt ) const;
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};
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//-------------------------------------- INLINES
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//
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inline bool SphereF::isContained( const Point3F& in_rContain ) const
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{
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F32 distSq = (center - in_rContain).lenSquared();
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return (distSq <= (radius * radius));
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}
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inline bool SphereF::isContained( const SphereF& in_rContain ) const
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{
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if (radius < in_rContain.radius)
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return false;
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// Since our radius is guaranteed to be >= other's, we
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// can dodge the sqrt() here.
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//
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F32 dist = (in_rContain.center - center).lenSquared();
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return (dist <= ((radius - in_rContain.radius) *
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(radius - in_rContain.radius)));
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}
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inline bool SphereF::isIntersecting( const SphereF& in_rIntersect ) const
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{
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F32 distSq = (in_rIntersect.center - center).lenSquared();
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return (distSq <= ((in_rIntersect.radius + radius) *
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(in_rIntersect.radius + radius)));
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}
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inline F32 SphereF::distanceTo( const Point3F &toPt ) const
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{
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return (center - toPt).len() - radius;
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}
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#endif //_SPHERE_H_
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