/* Copyright (c) 2013 Daniele Bartolini, Michele Rossi Copyright (c) 2012 Daniele Bartolini, Simone Boscaratto 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. */ #pragma once #include "Types.h" #include "MathUtils.h" #include "Vec3.h" namespace crown { /// Sphere. /// /// Used mainly for collision detection and intersection tests. class Sphere { public: /// Does nothing for efficiency. Sphere(); /// Constructs from @a center and @a radius. Sphere(const Vec3& center, float radius); Sphere(const Sphere& a); const Vec3& center() const; float radius() const; float volume() const; void set_center(const Vec3& center); void set_radius(float radius); /// Adds @a count @a points to the sphere expanding if necessary. void add_points(const Vec3* points, uint32_t count); /// Adds @a count @a spheres expanding if necessary. void add_spheres(const Sphere* spheres, uint32_t count); /// Returns whether point @a p is contained into the sphere. bool contains_point(const Vec3& p) const; private: Vec3 m_center; float m_radius; }; //----------------------------------------------------------------------------- inline Sphere::Sphere() { } //----------------------------------------------------------------------------- inline Sphere::Sphere(const Vec3& center, float radius) : m_center(center), m_radius(radius) { } //----------------------------------------------------------------------------- inline Sphere::Sphere(const Sphere& a) : m_center(a.m_center), m_radius(a.m_radius) { } //----------------------------------------------------------------------------- inline const Vec3& Sphere::center() const { return m_center; } //----------------------------------------------------------------------------- inline float Sphere::radius() const { return m_radius; } //----------------------------------------------------------------------------- inline float Sphere::volume() const { return math::FOUR_OVER_THREE_TIMES_PI * m_radius * m_radius * m_radius; } //----------------------------------------------------------------------------- inline void Sphere::set_center(const Vec3& center) { m_center = center; } //----------------------------------------------------------------------------- inline void Sphere::set_radius(float radius) { m_radius = radius; } //----------------------------------------------------------------------------- inline void Sphere::add_points(const Vec3* points, uint32_t count) { for (uint32_t i = 0; i < count; i++) { const Vec3& p = points[i]; float dist = (p - m_center).squared_length(); if (dist >= m_radius * m_radius) { m_radius = math::sqrt(dist); } } } //----------------------------------------------------------------------------- inline void Sphere::add_spheres(const Sphere* spheres, uint32_t count) { for (uint32_t i = 0; i < count; i++) { const Sphere& s = spheres[i]; float dist = (s.m_center - m_center).squared_length(); if (dist < (s.m_radius + m_radius) * (s.m_radius + m_radius)) { if (s.m_radius * s.m_radius > m_radius * m_radius) { m_radius = math::sqrt(dist + s.m_radius * s.m_radius); } } } } //----------------------------------------------------------------------------- inline bool Sphere::contains_point(const Vec3& p) const { float dist = (p - m_center).squared_length(); return (dist < m_radius * m_radius); } } // namespace crown