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/* Copyright (c) <2003-2011> <Julio Jerez, Newton Game Dynamics>
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef __dgSphere__
#define __dgSphere__
#include "dgStdafx.h"
#include "dgTypes.h"
#include "dgVector.h"
#include "dgMatrix.h"
#include "dgQuaternion.h"
//class dgFace;
class dgPlane;
//class dgCamera;
DG_MSC_VECTOR_ALIGMENT
class dgSphere: public dgMatrix {
public:
constexpr dgSphere() : dgMatrix(
dgVector(dgFloat32(1.0f), dgFloat32(0.0f), dgFloat32(0.0f),
dgFloat32(0.0f)),
dgVector(dgFloat32(0.0f), dgFloat32(1.0f), dgFloat32(0.0f),
dgFloat32(0.0f)),
dgVector(dgFloat32(0.0f), dgFloat32(0.0f), dgFloat32(1.0f),
dgFloat32(0.0f)),
dgVector(dgFloat32(0.0f), dgFloat32(0.0f), dgFloat32(0.0f),
dgFloat32(1.0f))),
m_size(0, 0, 0, 0) {
}
// dgSphere (const dgQuaternion &quat, const dgVector &position, const dgVector dim = dgVector(0, 0, 0, 0));
// dgSphere (const dgMatrix &matrix, const dgVector dim = dgVector(0, 0, 0, 0));
dgSphere(const dgQuaternion &quat, const dgVector &position, const dgVector &dim = dgVector(0, 0, 0, 0));
dgSphere(const dgMatrix &matrix, const dgVector &dim = dgVector(0, 0, 0, 0));
dgSphere &operator= (const dgMatrix &arg);
void Scale(dgFloat32 Ws, dgFloat32 Hs, dgFloat32 Bs) ;
void SetDimensions(dgFloat32 W, dgFloat32 H, dgFloat32 B);
void SetDimensions(const dgFloat32 vertex[], dgInt32 strideInBytes, dgInt32 vertexCount, const dgMatrix *basis = NULL);
void SetDimensions(const dgFloat32 vertex[], dgInt32 strideInBytes, const dgInt32 trangles[], dgInt32 indexCount, const dgMatrix *basis);
// void SetDimensions (const dgFloat32 vertex[], dgInt32 strideInBytes, const dgInt32 index[], dgInt32 indexCount, const dgMatrix *basis = NULL);
// return: 0 if the sphere is wholly inside the viewport
// 1 if the sphere is partially inside the viewport
// -1 if the sphere is wholly outside the viewport
// dgInt32 VisibilityTest (const dgCamera* camera) const;
// dgInt32 VisibilityTest (const dgCamera* camera, const dgMatrix &worldMatrix) const;
// void Render (const dgCamera* camera, const dgMatrix &transform, unsigned rgb) const;
private:
/*
typedef dgInt32 (dgSphere::*CachedVisibilityTest) (const dgMatrix &point, const dgPlane* plane) const;
mutable CachedVisibilityTest planeTest;
static CachedVisibilityTest planeTestArray[6];
void ChangeCachedVisibilityTest (CachedVisibilityTest fnt);
dgInt32 FrontTest (const dgMatrix &point, const dgPlane* plane) const;
dgInt32 RearTest (const dgMatrix &point, const dgPlane* plane) const;
dgInt32 LeftTest (const dgMatrix &point, const dgPlane* plane) const;
dgInt32 RightTest (const dgMatrix &point, const dgPlane* plane) const;
dgInt32 TopTest (const dgMatrix &point, const dgPlane* plane) const;
dgInt32 BottomTest (const dgMatrix &point, const dgPlane* plane) const;
dgInt32 VisibilityTestLow (const dgCamera* camera, const dgMatrix& viewMNatrix) const;
*/
public:
dgVector m_size;
} DG_GCC_VECTOR_ALIGMENT;
const dgSphere &GetIdentitySphere();
inline dgSphere &dgSphere::operator= (const dgMatrix &arg) {
m_front = arg.m_front;
m_up = arg.m_up;
m_right = arg.m_right;
m_posit = arg.m_posit;
return *this;
}
inline void dgSphere::SetDimensions(dgFloat32 W, dgFloat32 H, dgFloat32 B) {
m_size = dgVector(dgAbsf(W), dgAbsf(H), dgAbsf(B), dgSqrt(W * W + H * H + B * B));
}
inline void dgSphere::Scale(dgFloat32 Ws, dgFloat32 Hs, dgFloat32 Bs) {
SetDimensions(m_size.m_x * Ws, m_size.m_y * Hs, m_size.m_z * Bs);
}
#endif
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