/***********************************************************************
* 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 FXSphered::operator=(const FXSphered&);
%rename("empty?") FXSphered::empty() const;
%rename("contains?") FXSphered::contains(FXdouble x,FXdouble y,FXdouble z) const;
%rename("contains?") FXSphered::contains(const FXVec3d& p) const;
%rename("contains?") FXSphered::contains(const FXRanged& box) const;
%rename("contains?") FXSphered::contains(const FXSphered& sphere) const;
%rename("include!") FXSphered::include(FXdouble x,FXdouble y,FXdouble z);
%rename("include!") FXSphered::include(const FXVec3d& p);
%rename("includeInRadius!") FXSphered::includeInRadius(FXdouble x,FXdouble y,FXdouble z);
%rename("includeInRadius!") FXSphered::includeInRadius(const FXVec3d& p);
%rename("include!") FXSphered::include(const FXRanged& box);
%rename("includeInRadius!") FXSphered::includeInRadius(const FXRanged& box);
%rename("include!") FXSphered::include(const FXSphered& sphere);
%rename("includeInRadius!") FXSphered::includeInRadius(const FXSphered& sphere);
%rename("intersects?") FXSphered::intersect(const FXVec3d& u,const FXVec3d& v) const;
%rename("overlaps?") FXSphered::overlap(const FXRanged& other) const;
%rename("overlaps?") FXSphered::overlap(const FXSphered& other) const;
// Spherical bounds
class FXSphered {
public:
FXVec3d center;
FXdouble radius;
public:
/// Default constructor
FXSphered();
/// Copy constructor
FXSphered(const FXSphered& sphere);
/// Initialize from center and radius
FXSphered(const FXVec3d& cen,FXdouble rad=0.0);
/// Initialize from center and radius
FXSphered(FXdouble x,FXdouble y,FXdouble z,FXdouble rad=0.0);
/// Initialize sphere to fully contain the given bounding box
FXSphered(const FXRanged& bounds);
/// Assignment
FXSphered& operator=(const FXSphered& sphere);
// Diameter of sphere
FXdouble diameter() const;
/// Test if empty
bool empty() const;
/// 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 properly contains another box
bool contains(const FXRanged& box) const;
/// Test if sphere properly 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 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;
%extend {
/// Test if sphere overlaps with box
bool overlap(const FXRanged& other) const {
return overlap(*self,other);
}
/// Test if spheres overlap
bool overlap(const FXSphered& other) const {
return overlap(*self,other);
}
}
};