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/********************************************************************************
* *
* S i n g l e - P r e c i s i o n S p h e r e C l a s s *
* *
*********************************************************************************
* Copyright (C) 2004,2022 by Jeroen van der Zijp. All Rights Reserved. *
*********************************************************************************
* This library is free software; you can redistribute it and/or modify *
* it under the terms of the GNU Lesser General Public License as published by *
* the Free Software Foundation; either version 3 of the License, or *
* (at your option) any later version. *
* *
* This library 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 Lesser General Public License for more details. *
* *
* You should have received a copy of the GNU Lesser General Public License *
* along with this program. If not, see <http://www.gnu.org/licenses/> *
********************************************************************************/
#ifndef FXSPHEREF_H
#define FXSPHEREF_H
namespace FX {
class FXRangef;
class FXMat4f;
/// Spherical bounds
class FXAPI FXSpheref {
public:
FXVec3f center;
FXfloat radius;
public:
/// Default constructor; value is not initialized
FXSpheref(){}
/// Copy constructor
FXSpheref(const FXSpheref& sphere):center(sphere.center),radius(sphere.radius){}
/// Initialize from center and radius
FXSpheref(const FXVec3f& cen,FXfloat rad=0.0f):center(cen),radius(rad){}
/// Initialize from center and radius
FXSpheref(FXfloat x,FXfloat y,FXfloat z,FXfloat rad=0.0f):center(x,y,z),radius(rad){}
/// Initialize sphere to fully contain the given bounding box
FXSpheref(const FXRangef& bounds);
/// Assignment
FXSpheref& operator=(const FXSpheref& sphere){ center=sphere.center; radius=sphere.radius; return *this; }
/// Set value from another sphere
FXSpheref& set(const FXSpheref& sphere){ center=sphere.center; radius=sphere.radius; return *this; }
/// Set value from center and radius
FXSpheref& set(const FXVec3f& cen,FXfloat rad=0.0f){ center=cen; radius=rad; return *this; }
/// Set value from center and radius
FXSpheref& set(FXfloat x,FXfloat y,FXfloat z,FXfloat rad=0.0f){ center.set(x,y,z); radius=rad; return *this; }
/// Comparison
FXbool operator==(const FXSpheref& s) const { return center==s.center && radius==s.radius;}
FXbool operator!=(const FXSpheref& s) const { return center!=s.center || radius!=s.radius;}
/// Diameter of sphere
FXfloat diameter() const { return radius*2.0f; }
/// Area of sphere
FXfloat area() const { return radius*radius*12.5663706143591729538505735331f; }
/// Volume of sphere
FXfloat volume() const { return radius*radius*radius*4.18879020478639098461685784437f; }
/// Test if empty
FXbool empty() const { return radius<0.0f; }
/// Test if sphere contains point x,y,z
FXbool contains(FXfloat x,FXfloat y,FXfloat z) const;
/// Test if sphere contains point p
FXbool contains(const FXVec3f& p) const;
/// Test if sphere properly contains another box
FXbool contains(const FXRangef& box) const;
/// Test if sphere properly contains another sphere
FXbool contains(const FXSpheref& sphere) const;
/// Include point
FXSpheref& include(FXfloat x,FXfloat y,FXfloat z);
/// Include point
FXSpheref& include(const FXVec3f& p);
/// Expand radius to include point
FXSpheref& includeInRadius(FXfloat x,FXfloat y,FXfloat z);
/// Expand radius to include point
FXSpheref& includeInRadius(const FXVec3f& p);
/// Include given range into this one
FXSpheref& include(const FXRangef& box);
/// Expand radius to include box
FXSpheref& includeInRadius(const FXRangef& box);
/// Include given sphere into this one
FXSpheref& include(const FXSpheref& sphere);
/// Expand radius to include sphere
FXSpheref& includeInRadius(const FXSpheref& sphere);
/// Intersect sphere with normalized plane ax+by+cz+w; returns -1,0,+1
FXint intersect(const FXVec4f& plane) const;
/// Intersect sphere with ray u-v
FXbool intersect(const FXVec3f& u,const FXVec3f& v) const;
/// Intersect box with ray pos+lambda*dir, returning true if hit
FXbool intersect(const FXVec3f& pos,const FXVec3f& dir,FXfloat hit[]) const;
/// Transform sphere by 4x4 matrix
FXSpheref transform(const FXMat4f& mat) const;
/// Destructor
~FXSpheref(){}
};
/// Test if box overlaps with sphere
extern FXAPI FXbool overlap(const FXRangef& a,const FXSpheref& b);
/// Test if sphere overlaps with box
extern FXAPI FXbool overlap(const FXSpheref& a,const FXRangef& b);
/// Test if spheres overlap
extern FXAPI FXbool overlap(const FXSpheref& a,const FXSpheref& b);
/// Save object to a stream
extern FXAPI FXStream& operator<<(FXStream& store,const FXSpheref& sphere);
/// Load object from a stream
extern FXAPI FXStream& operator>>(FXStream& store,FXSpheref& sphere);
}
#endif
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