/******************************************************************************** * * * S i n g 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 FXSPHEREF_H #define FXSPHEREF_H namespace FX { class FXRangef; class FXMat4f; /// Spherical bounds class FXAPI FXSpheref { public: FXVec3f center; FXfloat radius; public: /// Default constructor; value is not initialized FXSpheref(){} /// Copy constructor FXSpheref(const FXSpheref& sphere):center(sphere.center),radius(sphere.radius){} /// Initialize from center and radius FXSpheref(const FXVec3f& cen,FXfloat rad=0.0f):center(cen),radius(rad){} /// Initialize from center and radius FXSpheref(FXfloat x,FXfloat y,FXfloat z,FXfloat rad=0.0f):center(x,y,z),radius(rad){} /// Initialize sphere to fully contain the given bounding box FXSpheref(const FXRangef& bounds); /// Assignment FXSpheref& operator=(const FXSpheref& sphere){ center=sphere.center; radius=sphere.radius; return *this; } /// Set value from another sphere FXSpheref& set(const FXSpheref& sphere){ center=sphere.center; radius=sphere.radius; return *this; } /// Set value from center and radius FXSpheref& set(const FXVec3f& cen,FXfloat rad=0.0f){ center=cen; radius=rad; return *this; } /// Set value from center and radius FXSpheref& set(FXfloat x,FXfloat y,FXfloat z,FXfloat rad=0.0f){ center.set(x,y,z); radius=rad; return *this; } /// Comparison FXbool operator==(const FXSpheref& s) const { return center==s.center && radius==s.radius;} FXbool operator!=(const FXSpheref& s) const { return center!=s.center || radius!=s.radius;} /// Diameter of sphere FXfloat diameter() const { return radius*2.0f; } /// Area of sphere FXfloat area() const { return radius*radius*12.5663706143591729538505735331f; } /// Volume of sphere FXfloat volume() const { return radius*radius*radius*4.18879020478639098461685784437f; } /// Test if empty FXbool empty() const { return radius<0.0f; } /// Test if sphere contains point x,y,z FXbool contains(FXfloat x,FXfloat y,FXfloat z) const; /// Test if sphere contains point p FXbool contains(const FXVec3f& p) const; /// Test if sphere properly contains another box FXbool contains(const FXRangef& box) const; /// Test if sphere properly contains another sphere FXbool contains(const FXSpheref& sphere) const; /// Include point FXSpheref& include(FXfloat x,FXfloat y,FXfloat z); /// Include point FXSpheref& include(const FXVec3f& p); /// Expand radius to include point FXSpheref& includeInRadius(FXfloat x,FXfloat y,FXfloat z); /// Expand radius to include point FXSpheref& includeInRadius(const FXVec3f& p); /// Include given range into this one FXSpheref& include(const FXRangef& box); /// Expand radius to include box FXSpheref& includeInRadius(const FXRangef& box); /// Include given sphere into this one FXSpheref& include(const FXSpheref& sphere); /// Expand radius to include sphere FXSpheref& includeInRadius(const FXSpheref& sphere); /// Intersect sphere with normalized plane ax+by+cz+w; returns -1,0,+1 FXint intersect(const FXVec4f& plane) const; /// Intersect sphere with ray u-v FXbool intersect(const FXVec3f& u,const FXVec3f& v) const; /// Intersect box with ray pos+lambda*dir, returning true if hit FXbool intersect(const FXVec3f& pos,const FXVec3f& dir,FXfloat hit[]) const; /// Transform sphere by 4x4 matrix FXSpheref transform(const FXMat4f& mat) const; /// Destructor ~FXSpheref(){} }; /// Test if box overlaps with sphere extern FXAPI FXbool overlap(const FXRangef& a,const FXSpheref& b); /// Test if sphere overlaps with box extern FXAPI FXbool overlap(const FXSpheref& a,const FXRangef& b); /// Test if spheres overlap extern FXAPI FXbool overlap(const FXSpheref& a,const FXSpheref& b); /// Save object to a stream extern FXAPI FXStream& operator<<(FXStream& store,const FXSpheref& sphere); /// Load object from a stream extern FXAPI FXStream& operator>>(FXStream& store,FXSpheref& sphere); } #endif