/***********************************************************************
* FXRuby -- the Ruby language bindings for the FOX GUI toolkit.
* Copyright (c) 2001-2009 by Lyle Johnson. 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
*
* For further information please contact the author by e-mail
* at "[email protected]".
***********************************************************************/
%ignore FXSpheref::operator=(const FXSpheref&);
%rename("empty?") FXSpheref::empty() const;
%rename("contains?") FXSpheref::contains(FXfloat x,FXfloat y,FXfloat z) const;
%rename("contains?") FXSpheref::contains(const FXVec3f& p) const;
%rename("contains?") FXSpheref::contains(const FXRangef& box) const;
%rename("contains?") FXSpheref::contains(const FXSpheref& sphere) const;
%rename("include!") FXSpheref::include(FXfloat x,FXfloat y,FXfloat z);
%rename("include!") FXSpheref::include(const FXVec3f& p);
%rename("includeInRadius!") FXSpheref::includeInRadius(FXfloat x,FXfloat y,FXfloat z);
%rename("includeInRadius!") FXSpheref::includeInRadius(const FXVec3f& p);
%rename("include!") FXSpheref::include(const FXRangef& box);
%rename("includeInRadius!") FXSpheref::includeInRadius(const FXRangef& box);
%rename("include!") FXSpheref::include(const FXSpheref& sphere);
%rename("includeInRadius!") FXSpheref::includeInRadius(const FXSpheref& sphere);
%rename("intersects?") FXSpheref::intersect(const FXVec3f& u,const FXVec3f& v) const;
%rename("overlaps?") FXSpheref::overlap(const FXRangef& other) const;
%rename("overlaps?") FXSpheref::overlap(const FXSpheref& other) const;
// Spherical bounds
class FXSpheref {
public:
FXVec3f center;
FXfloat radius;
public:
/// Default constructor
FXSpheref();
/// Copy constructor
FXSpheref(const FXSpheref& sphere);
/// Initialize from center and radius
FXSpheref(const FXVec3f& cen,FXfloat rad=0.0f);
/// Initialize from center and radius
FXSpheref(FXfloat x,FXfloat y,FXfloat z,FXfloat rad=0.0f);
/// Initialize sphere to fully contain the given bounding box
FXSpheref(const FXRangef& bounds);
/// Assignment
FXSpheref& operator=(const FXSpheref& sphere);
// Diameter of sphere
FXfloat diameter() const;
/// Test if empty
bool empty() const;
/// Test if sphere contains point x,y,z
bool contains(FXfloat x,FXfloat y,FXfloat z) const;
/// Test if sphere contains point p
bool contains(const FXVec3f& p) const;
/// Test if sphere properly contains another box
bool contains(const FXRangef& box) const;
/// Test if sphere properly contains another sphere
bool 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 plane ax+by+cz+w; returns -1,0,+1
FXint intersect(const FXVec4f& plane) const;
/// Intersect sphere with ray u-v
bool intersect(const FXVec3f& u,const FXVec3f& v) const;
%extend {
/// Test if sphere overlaps with box
bool overlap(const FXRangef& other) const {
return overlap(*self,other);
}
/// Test if spheres overlap
bool overlap(const FXSpheref& other) const {
return overlap(*self,other);
}
}
};