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 : #ifndef INCLUDED_BOUNDINGSPHERE
19 : #define INCLUDED_BOUNDINGSPHERE
20 :
21 : #include "maths/Vector3D.h"
22 :
23 : class CBoundingBoxAligned;
24 :
25 : class CBoundingSphere
26 : {
27 : public:
28 0 : CBoundingSphere() : m_Radius(0.0f) { }
29 :
30 11 : CBoundingSphere(const CVector3D& center, float radius) : m_Center(center), m_Radius(radius) { }
31 :
32 2 : const CVector3D& GetCenter() const
33 : {
34 2 : return m_Center;
35 : }
36 :
37 2 : float GetRadius() const
38 : {
39 2 : return m_Radius;
40 : }
41 :
42 : /**
43 : * Construct a bounding sphere that encompasses a bounding box
44 : * swept through all possible rotations around the origin.
45 : */
46 : static CBoundingSphere FromSweptBox(const CBoundingBoxAligned& bbox);
47 :
48 : /**
49 : * Check if the ray, defined by an origin point and a direction unit vector
50 : * interesects with the sphere. The direction should be normalized.
51 : */
52 : bool RayIntersect(const CVector3D& origin, const CVector3D& dir) const;
53 :
54 : private:
55 : CVector3D m_Center;
56 : float m_Radius;
57 : };
58 :
59 : #endif // INCLUDED_BOUNDINGSPHERE
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