#pragma once #include "BsPrerequisitesUtil.h" #include "BsVector3.h" namespace BansheeEngine { /** * @brief A sphere represented by a center point and a radius. */ class BS_UTILITY_EXPORT Sphere { public: /** * @brief Default constructor. Creates a unit sphere around the origin. */ Sphere() : mRadius(1.0), mCenter(Vector3::ZERO) { } Sphere(const Vector3& center, float radius) :mRadius(radius), mCenter(center) { } /** * @brief Returns the radius of the sphere. */ float getRadius(void) const { return mRadius; } /** * @brief Sets the radius of the sphere. */ void setRadius(float radius) { mRadius = radius; } /** * @brief Returns the center point of the sphere. */ const Vector3& getCenter(void) const { return mCenter; } /** * @brief Sets the center point of the sphere. */ void setCenter(const Vector3& center) { mCenter = center; } /** * @brief Merges the two spheres, creating a new * sphere that encapsulates them both. */ void merge(const Sphere& rhs); /** * @brief Expands the sphere so it includes * the provided point. */ void merge(const Vector3& point); /** * @brief Transforms the sphere by the given matrix. */ void transform(const Matrix4& matrix); /** * @brief Returns whether or not this sphere contains the provided point. */ bool contains(const Vector3& v) const { return ((v - mCenter).squaredLength() <= Math::sqr(mRadius)); } /** * @brief Returns whether or not this sphere intersects another sphere. */ bool intersects(const Sphere& s) const { return (s.mCenter - mCenter).squaredLength() <= Math::sqr(s.mRadius + mRadius); } /** * @brief Returns whether or not this sphere intersects a box. */ bool intersects(const AABox& box) const; /** * @brief Returns whether or not this sphere intersects a plane. */ bool intersects(const Plane& plane) const; /** * @brief Ray/sphere intersection, returns boolean result and distance to nearest intersection. * * @param discardInside (optional) If true the intersection will be discarded if ray origin * is located within the sphere. */ std::pair intersects(const Ray& ray, bool discardInside = true) const; private: float mRadius; Vector3 mCenter; }; BS_ALLOW_MEMCPY_SERIALIZATION(Sphere); }