$#include "Sphere.h" /// %Sphere in three-dimensional space. class Sphere { public: /// Construct undefined. Sphere() : center_(Vector3::ZERO), radius_(0.0f), defined_(false) { } /// Copy-construct from another sphere. Sphere(const Sphere& sphere) : center_(sphere.center_), radius_(sphere.radius_), defined_(sphere.defined_) { } /// Construct from center and radius. Sphere(const Vector3& center, float radius) : center_(center), radius_(radius), defined_(true) { } /// Construct from an array of vertices. Sphere(const Vector3* vertices, unsigned count) : defined_(false) { Define(vertices, count); } /// Construct from a bounding box. Sphere(const BoundingBox& box) : defined_(false) { Define(box); } /// Construct from a frustum. Sphere(const Frustum& frustum) : defined_(false) { Define(frustum); } /// Construct from a polyhedron. Sphere(const Polyhedron& poly) : defined_(false) { Define(poly); } /// Test for equality with another sphere. bool operator == (const Sphere& rhs) const { return center_ == rhs.center_ && radius_ == rhs.radius_; } /// Define from another sphere. void Define(const Sphere& sphere) { Define(sphere.center_, sphere.radius_); } /// Define from center and radius. void Define(const Vector3& center, float radius) { center_ = center; radius_ = radius; defined_ = true; } /// Define from an array of vertices. void Define(const Vector3* vertices, unsigned count); /// Define from a bounding box. void Define(const BoundingBox& box); /// Define from a frustum. void Define(const Frustum& frustum); /// Define from a polyhedron. void Define(const Polyhedron& poly); /// Merge a point. void Merge(const Vector3& point) { if (!defined_) { center_ = point; radius_ = 0.0f; defined_ = true; return; } Vector3 offset = point - center_; float dist = offset.Length(); if (dist > radius_) { float half = (dist - radius_) * 0.5f; radius_ += half; center_ += (half / dist) * offset; } } /// Merge an array of vertices. void Merge(const Vector3* vertices, unsigned count); /// Merge a bounding box. void Merge(const BoundingBox& box); /// Merge a frustum. void Merge(const Frustum& frustum); /// Merge a polyhedron. void Merge(const Polyhedron& poly); /// Merge a sphere. void Merge(const Sphere& sphere); /// Clear to undefined state. void Clear() { center_ = Vector3::ZERO; radius_ = 0.0f; defined_ = false; } /// Test if a point is inside. Intersection IsInside(const Vector3& point) const { float distSquared = (point - center_).LengthSquared(); if (distSquared < radius_ * radius_) return INSIDE; else return OUTSIDE; } /// Test if another sphere is inside, outside or intersects. Intersection IsInside(const Sphere& sphere) const { float dist = (sphere.center_ - center_).Length(); if (dist >= sphere.radius_ + radius_) return OUTSIDE; else if (dist + sphere.radius_ < radius_) return INSIDE; else return INTERSECTS; } /// Test if another sphere is (partially) inside or outside. Intersection IsInsideFast(const Sphere& sphere) const { float distSquared = (sphere.center_ - center_).LengthSquared(); float combined = sphere.radius_ + radius_; if (distSquared >= combined * combined) return OUTSIDE; else return INSIDE; } /// Test if a bounding box is inside, outside or intersects. Intersection IsInside(const BoundingBox& box) const; /// Test if a bounding box is (partially) inside or outside. Intersection IsInsideFast(const BoundingBox& box) const; /// Return distance of a point to the surface, or 0 if inside. float Distance(const Vector3& point) const { return Max((point - center_).Length() - radius_, 0.0f); } /// Sphere center. Vector3 center_ @ center; /// Sphere radius. float radius_ @ radius; };