/******************************************************************************** * * * D o u b l e - P r e c i s i o n S p h e r e C l a s s * * * ********************************************************************************* * Copyright (C) 2004,2024 by Jeroen van der Zijp. All Rights Reserved. * ********************************************************************************* * This library is free software; you can redistribute it and/or modify * * it under the terms of the GNU Lesser General Public License as published by * * the Free Software Foundation; either version 3 of the License, or * * (at your option) any later version. * * * * This library is distributed in the hope that it will be useful, * * but WITHOUT ANY WARRANTY; without even the implied warranty of * * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * * GNU Lesser General Public License for more details. * * * * You should have received a copy of the GNU Lesser General Public License * * along with this program. If not, see * ********************************************************************************/ #ifndef FXSPHERED_H #define FXSPHERED_H namespace FX { class FXRanged; class FXMat4d; /// Spherical bounds class FXAPI FXSphered { public: FXVec3d center; FXdouble radius; public: /// Default constructor; value is not initialized FXSphered(){} /// Copy constructor FXSphered(const FXSphered& sphere):center(sphere.center),radius(sphere.radius){} /// Initialize from center and radius FXSphered(const FXVec3d& cen,FXdouble rad=0.0):center(cen),radius(rad){} /// Initialize from center and radius FXSphered(FXdouble x,FXdouble y,FXdouble z,FXdouble rad=0.0):center(x,y,z),radius(rad){} /// Initialize sphere to fully contain the given bounding box FXSphered(const FXRanged& bounds); /// Assignment FXSphered& operator=(const FXSphered& sphere){ center=sphere.center; radius=sphere.radius; return *this; } /// Set value from another sphere FXSphered& set(const FXSphered& sphere){ center=sphere.center; radius=sphere.radius; return *this; } /// Set value from center and radius FXSphered& set(const FXVec3d& cen,FXdouble rad=0.0){ center=cen; radius=rad; return *this; } /// Set value from center and radius FXSphered& set(FXdouble x,FXdouble y,FXdouble z,FXdouble rad=0.0){ center.set(x,y,z); radius=rad; return *this; } /// Comparison FXbool operator==(const FXSphered& s) const { return center==s.center && radius==s.radius;} FXbool operator!=(const FXSphered& s) const { return center!=s.center || radius!=s.radius;} /// Diameter of sphere FXdouble diameter() const { return radius*2.0; } /// Area of sphere FXdouble area() const { return radius*radius*12.5663706143591729538505735331; } /// Volume of sphere FXdouble volume() const { return radius*radius*radius*4.18879020478639098461685784437; } /// Test if empty FXbool empty() const { return radius<0.0; } /// Test if sphere contains point x,y,z FXbool contains(FXdouble x,FXdouble y,FXdouble z) const; /// Test if sphere contains point p FXbool contains(const FXVec3d& p) const; /// Test if sphere contains another box FXbool contains(const FXRanged& box) const; /// Test if sphere contains another sphere FXbool contains(const FXSphered& sphere) const; /// Include point FXSphered& include(FXdouble x,FXdouble y,FXdouble z); /// Include point FXSphered& include(const FXVec3d& p); /// Expand radius to include point FXSphered& includeInRadius(FXdouble x,FXdouble y,FXdouble z); /// Expand radius to include point FXSphered& includeInRadius(const FXVec3d& p); /// Include given range into this one FXSphered& include(const FXRanged& box); /// Expand radius to include box FXSphered& includeInRadius(const FXRanged& box); /// Include given sphere into this one FXSphered& include(const FXSphered& sphere); /// Expand radius to include sphere FXSphered& includeInRadius(const FXSphered& sphere); /// Intersect sphere with normalized plane ax+by+cz+w; returns -1,0,+1 FXint intersect(const FXVec4d& plane) const; /// Intersect sphere with ray u-v FXbool intersect(const FXVec3d& u,const FXVec3d& v) const; /// Intersect box with ray pos+lambda*dir, returning true if hit FXbool intersect(const FXVec3d& pos,const FXVec3d& dir,FXdouble hit[]) const; /// Transform sphere by 4x4 matrix FXSphered transform(const FXMat4d& mat) const; /// Destructor ~FXSphered(){} }; /// Test if box overlaps with sphere extern FXAPI FXbool overlap(const FXRanged& a,const FXSphered& b); /// Test if sphere overlaps with box extern FXAPI FXbool overlap(const FXSphered& a,const FXRanged& b); /// Test if spheres overlap extern FXAPI FXbool overlap(const FXSphered& a,const FXSphered& b); /// Save object to a stream extern FXAPI FXStream& operator<<(FXStream& store,const FXSphered& sphere); /// Load object from a stream extern FXAPI FXStream& operator>>(FXStream& store,FXSphered& sphere); } #endif