Line data Source code
1 : /* Copyright (C) 2019 Wildfire Games.
2 : * This file is part of 0 A.D.
3 : *
4 : * 0 A.D. is free software: you can redistribute it and/or modify
5 : * it under the terms of the GNU General Public License as published by
6 : * the Free Software Foundation, either version 2 of the License, or
7 : * (at your option) any later version.
8 : *
9 : * 0 A.D. is distributed in the hope that it will be useful,
10 : * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 : * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 : * GNU General Public License for more details.
13 : *
14 : * You should have received a copy of the GNU General Public License
15 : * along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
16 : */
17 :
18 : #include "precompiled.h"
19 :
20 : #include "maths/BoundingBoxAligned.h"
21 : #include "maths/BoundingSphere.h"
22 :
23 2 : CBoundingSphere CBoundingSphere::FromSweptBox(const CBoundingBoxAligned& bbox)
24 : {
25 2 : float maxX = std::max(fabsf(bbox[0].X), fabsf(bbox[1].X));
26 2 : float maxY = std::max(fabsf(bbox[0].Y), fabsf(bbox[1].Y));
27 2 : float maxZ = std::max(fabsf(bbox[0].Z), fabsf(bbox[1].Z));
28 :
29 2 : float radius = sqrtf(maxX*maxX + maxY*maxY + maxZ*maxZ);
30 :
31 2 : return CBoundingSphere(CVector3D(0.f, 0.f, 0.f), radius);
32 : }
33 :
34 30 : bool CBoundingSphere::RayIntersect(const CVector3D& origin, const CVector3D& dir) const
35 : {
36 : // Vector v from the origin of the ray to the center of the sphere
37 30 : CVector3D v = m_Center - origin;
38 : // Length of the projection of v onto the direction vector of the ray
39 30 : const float pcLen = dir.Dot(v);
40 30 : if (pcLen > 0.0f)
41 : {
42 : // Get the shortest distance from the center of the sphere to the ray
43 18 : v = dir * pcLen - v;
44 : }
45 30 : return v.LengthSquared() <= m_Radius * m_Radius;
46 3 : }
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