khanat-opennel-code/code/nel/include/nel/misc/bsphere.h
acemtp@users.sourceforge.net d5c601ffa5 initial version
2010-05-06 02:08:41 +02:00

83 lines
2.2 KiB
C++

// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program 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 Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef NL_BSPHERE_H
#define NL_BSPHERE_H
#include "types_nl.h"
#include "vector.h"
#include "plane.h"
#include "matrix.h"
namespace NLMISC
{
/**
* A bounding Sphere.
* \author Lionel Berenguier
* \author Nevrax France
* \date 2000
*/
class CBSphere
{
public:
CVector Center;
float Radius;
/// Empty Constructor.
CBSphere() {}
/// Constructor.
CBSphere(const CVector & center, float radius) : Center(center), Radius(radius) {}
/// \name transform
// @{
/** compute res= mat * this. NB: radius is maximized, taking max of the 3 axis of the matrix.
* NB: this may be false if the matrix is not orthogonal...
*/
void applyTransform(const CMatrix &mat, CBSphere &res);
// @}
/// \name Clip
// @{
/// Is the bbox partially in front of the plane?? p MUST be normalized.
bool clipFront(const CPlane &p) const;
/// Is the bbox partially in back of the plane?? p MUST be normalized.
bool clipBack(const CPlane &p) const;
// @}
/// Does the sphere include this point?
bool include(const CVector &p) const;
/// Does the sphere include TOTALY this sphere?
bool include(const CBSphere &s) const;
/// Does the sphere intersect the other?
bool intersect(const CBSphere &s) const;
/// Build the union of the 2 sphere ans set to *this. work if this==s1 || this==s2.
void setUnion(const CBSphere &sa, const CBSphere &sb);
};
} // NLMISC
#endif // NL_BSPHERE_H
/* End of bsphere.h */