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