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/* Copyright (C) 2019 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "maths/BoundingBoxAligned.h"
#include "maths/BoundingSphere.h"
CBoundingSphere CBoundingSphere::FromSweptBox(const CBoundingBoxAligned& bbox)
{
float maxX = std::max(fabsf(bbox[0].X), fabsf(bbox[1].X));
float maxY = std::max(fabsf(bbox[0].Y), fabsf(bbox[1].Y));
float maxZ = std::max(fabsf(bbox[0].Z), fabsf(bbox[1].Z));
float radius = sqrtf(maxX*maxX + maxY*maxY + maxZ*maxZ);
return CBoundingSphere(CVector3D(0.f, 0.f, 0.f), radius);
}
bool CBoundingSphere::RayIntersect(const CVector3D& origin, const CVector3D& dir) const
{
// Vector v from the origin of the ray to the center of the sphere
CVector3D v = m_Center - origin;
// Length of the projection of v onto the direction vector of the ray
const float pcLen = dir.Dot(v);
if (pcLen > 0.0f)
{
// Get the shortest distance from the center of the sphere to the ray
v = dir * pcLen - v;
}
return v.LengthSquared() <= m_Radius * m_Radius;
}
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