/********************************************************************************
* *
* 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) 2004,2006 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 2.1 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 library; if not, write to the Free Software *
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA. *
*********************************************************************************
* $Id: FXSphered.h 2345 2006-02-14 03:07:05Z lyle $ *
********************************************************************************/
#ifndef FXSPHERED_H
#define FXSPHERED_H
namespace FX {
class FXRanged;
/// Spherical bounds
class FXAPI FXSphered {
public:
FXVec3d center;
FXdouble radius;
public:
/// Default constructor
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){ center=cen; radius=rad; return *this; }
/// Set value from center and radius
FXSphered& set(FXdouble x,FXdouble y,FXdouble z,FXdouble rad){ center.set(x,y,z); radius=rad; return *this; }
/// Comparison
bool operator==(const FXSphered& s) const { return center==s.center && radius==s.radius;}
bool operator!=(const FXSphered& s) const { return center!=s.center || radius!=s.radius;}
/// Diameter of sphere
FXdouble diameter() const { return radius*2.0; }
/// Test if empty
bool empty() const { return radius<0.0; }
/// Test if sphere contains point x,y,z
bool contains(FXdouble x,FXdouble y,FXdouble z) const;
/// Test if sphere contains point p
bool contains(const FXVec3d& p) const;
/// Test if sphere contains another box
bool contains(const FXRanged& box) const;
/// Test if sphere contains another sphere
bool 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
bool intersect(const FXVec3d& u,const FXVec3d& v) const;
/// Test if box overlaps with sphere
friend FXAPI bool overlap(const FXRanged& a,const FXSphered& b);
/// Test if sphere overlaps with box
friend FXAPI bool overlap(const FXSphered& a,const FXRanged& b);
/// Test if spheres overlap
friend FXAPI bool overlap(const FXSphered& a,const FXSphered& b);
/// Save object to a stream
friend FXAPI FXStream& operator<<(FXStream& store,const FXSphered& sphere);
/// Load object from a stream
friend FXAPI FXStream& operator>>(FXStream& store,FXSphered& sphere);
};
extern FXAPI bool overlap(const FXRanged& a,const FXSphered& b);
extern FXAPI bool overlap(const FXSphered& a,const FXRanged& b);
extern FXAPI bool overlap(const FXSphered& a,const FXSphered& b);
extern FXAPI FXStream& operator<<(FXStream& store,const FXSphered& sphere);
extern FXAPI FXStream& operator>>(FXStream& store,FXSphered& sphere);
}
#endif