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

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2023-11-05 15:26:19 -05:00
/**
@file Cylinder.h
@maintainer Morgan McGuire, http://graphics.cs.williams.edu
@created 2003-02-07
@edited 2005-09-26
Copyright 2000-2005, Morgan McGuire.
All rights reserved.
*/
#ifndef G3D_Cylinder_H
#define G3D_Cylinder_H
#include "G3D/platform.h"
#include "G3D/g3dmath.h"
#include "G3D/Vector3.h"
namespace G3D {
class Line;
class AABox;
/**
Right cylinder
*/
class Cylinder {
private:
Vector3 p1;
Vector3 p2;
float mRadius;
public:
/** Uninitialized */
Cylinder();
Cylinder(class BinaryInput& b);
Cylinder(const Vector3& _p1, const Vector3& _p2, float _r);
void serialize(class BinaryOutput& b) const;
void deserialize(class BinaryInput& b);
/** The line down the center of the Cylinder */
Line axis() const;
/**
A reference frame in which the center of mass is at the origin and
the Y-axis is the cylinder's axis. If the cylinder is transformed, this reference frame
may freely rotate around its axis.*/
void getReferenceFrame(class CoordinateFrame& cframe) const;
/** Returns point 0 or 1 */
inline const Vector3& point(int i) const {
debugAssert(i >= 0 && i <= 1);
return (i == 0) ? p1 : p2;
}
/**
Returns true if the point is inside the Cylinder or on its surface.
*/
bool contains(const Vector3& p) const;
float area() const;
float volume() const;
float radius() const;
/** Center of mass */
inline Vector3 center() const {
return (p1 + p2) / 2.0f;
}
inline float height() const {
return (p1 - p2).magnitude();
}
/**
Get close axis aligned bounding box.
With vertical world orientation, the top and bottom might not be very tight. */
void getBounds(AABox& out) const;
/** Random world space point with outward facing normal. */
void getRandomSurfacePoint(Vector3& P, Vector3& N) const;
/** Point selected uniformly at random over the volume. */
Vector3 randomInteriorPoint() const;
};
} // namespace
#endif