mxwcore-legion/dep/g3dlite/include/G3D/Sphere.h

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/**
\file G3D/Sphere.h
Sphere class
\maintainer Morgan McGuire, http://graphics.cs.williams.edu
\created 2001-06-02
\edited 2011-02-07
*/
#ifndef G3D_Sphere_h
#define G3D_Sphere_h
#include "G3D/platform.h"
#include "G3D/Vector3.h"
#include "G3D/Array.h"
namespace G3D {
/**
Sphere.
*/
class Sphere {
private:
static int32 dummy;
public:
Point3 center;
float radius;
Sphere() : center(Point3::zero()), radius(0) {
}
explicit Sphere(float radius) : radius(radius) {}
Sphere(class BinaryInput& b);
void serialize(class BinaryOutput& b) const;
void deserialize(class BinaryInput& b);
/** Format is one of:
- Sphere(point, radius)
- Sphere(radius)
*/
explicit Sphere(const class Any& a);
Any toAny() const;
Sphere
(const Point3& center,
float radius) : center(center), radius(radius) {
}
virtual ~Sphere() {}
/** Returns the infinite sphere. */
static const Sphere& inf();
bool operator==(const Sphere& other) const {
return (center == other.center) && (radius == other.radius);
}
bool operator!=(const Sphere& other) const {
return !((center == other.center) && (radius == other.radius));
}
/**
Returns true if point is less than or equal to radius away from
the center.
*/
bool contains(const Point3& point) const;
bool contains(const Sphere& other) const;
/**
@deprecated Use culledBy(Array<Plane>&)
*/
bool culledBy(
const class Plane* plane,
int numPlanes,
int32& cullingPlaneIndex,
const uint32 testMask,
uint32& childMask) const;
/**
@deprecated Use culledBy(Array<Plane>&)
*/
bool culledBy(
const class Plane* plane,
int numPlanes,
int32& cullingPlaneIndex = dummy,
const uint32 testMask = 0xFFFFFFFF) const;
/**
See AABox::culledBy
*/
bool culledBy(
const Array<Plane>& plane,
int32& cullingPlaneIndex,
const uint32 testMask,
uint32& childMask) const;
/**
Conservative culling test that does not produce a mask for children.
*/
bool culledBy(
const Array<Plane>& plane,
int32& cullingPlaneIndex = dummy,
const uint32 testMask = 0xFFFFFFFF) const;
virtual std::string toString() const;
float volume() const;
float area() const;
/**
Uniformly distributed on the surface.
*/
Point3 randomSurfacePoint() const;
/**
Uniformly distributed on the interior (includes surface)
*/
Point3 randomInteriorPoint() const;
void getBounds(class AABox& out) const;
bool intersects(const Sphere& other) const;
/** Translates the sphere */
Sphere operator+(const Vector3& v) const {
return Sphere(center + v, radius);
}
/** Translates the sphere */
Sphere operator-(const Vector3& v) const {
return Sphere(center - v, radius);
}
/** Sets this to the smallest sphere that encapsulates both */
void merge(const Sphere& s);
};
}
template <> struct HashTrait<G3D::Sphere> {
static size_t hashCode(const G3D::Sphere& key) {
return static_cast<size_t>(key.center.hashCode() + (key.radius * 13));
}
};
#endif