0ad/source/maths/BoundingSphere.h
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

59 lines
1.6 KiB
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/* Copyright (C) 2019 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_BOUNDINGSPHERE
#define INCLUDED_BOUNDINGSPHERE
#include "maths/Vector3D.h"
class CBoundingBoxAligned;
class CBoundingSphere
{
public:
CBoundingSphere() : m_Radius(0.0f) { }
CBoundingSphere(const CVector3D& center, float radius) : m_Center(center), m_Radius(radius) { }
const CVector3D& GetCenter() const
{
return m_Center;
}
float GetRadius() const
{
return m_Radius;
}
/**
* Construct a bounding sphere that encompasses a bounding box
* swept through all possible rotations around the origin.
*/
static CBoundingSphere FromSweptBox(const CBoundingBoxAligned& bbox);
/**
* Check if the ray, defined by an origin point and a direction unit vector
* interesects with the sphere. The direction should be normalized.
*/
bool RayIntersect(const CVector3D& origin, const CVector3D& dir) const;
private:
CVector3D m_Center;
float m_Radius;
};
#endif // INCLUDED_BOUNDINGSPHERE