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author | dan miller | 2007-10-19 05:22:23 +0000 |
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committer | dan miller | 2007-10-19 05:22:23 +0000 |
commit | 1ec410ecd725f5a3ccb2d2fc16f48730d9d9fe43 (patch) | |
tree | 51bcae7a1b8381a6bf6fd8025a7de1e30fe0045d /libraries/ode-0.9/OPCODE/Ice/IceBoundingSphere.h | |
parent | one more for the gipper (diff) | |
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trying to fix my screwup, please hold on
Diffstat (limited to 'libraries/ode-0.9/OPCODE/Ice/IceBoundingSphere.h')
-rw-r--r-- | libraries/ode-0.9/OPCODE/Ice/IceBoundingSphere.h | 142 |
1 files changed, 0 insertions, 142 deletions
diff --git a/libraries/ode-0.9/OPCODE/Ice/IceBoundingSphere.h b/libraries/ode-0.9/OPCODE/Ice/IceBoundingSphere.h deleted file mode 100644 index 945d38c..0000000 --- a/libraries/ode-0.9/OPCODE/Ice/IceBoundingSphere.h +++ /dev/null | |||
@@ -1,142 +0,0 @@ | |||
1 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
2 | /** | ||
3 | * Contains code to compute the minimal bounding sphere. | ||
4 | * \file IceBoundingSphere.h | ||
5 | * \author Pierre Terdiman | ||
6 | * \date January, 29, 2000 | ||
7 | */ | ||
8 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
9 | |||
10 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
11 | // Include Guard | ||
12 | #ifndef __ICEBOUNDINGSPHERE_H__ | ||
13 | #define __ICEBOUNDINGSPHERE_H__ | ||
14 | |||
15 | enum BSphereMethod | ||
16 | { | ||
17 | BS_NONE, | ||
18 | BS_GEMS, | ||
19 | BS_MINIBALL, | ||
20 | |||
21 | BS_FORCE_DWORD = 0x7fffffff | ||
22 | }; | ||
23 | |||
24 | class ICEMATHS_API Sphere | ||
25 | { | ||
26 | public: | ||
27 | //! Constructor | ||
28 | inline_ Sphere() {} | ||
29 | //! Constructor | ||
30 | inline_ Sphere(const Point& center, float radius) : mCenter(center), mRadius(radius) {} | ||
31 | //! Constructor | ||
32 | Sphere(udword nb_verts, const Point* verts); | ||
33 | //! Copy constructor | ||
34 | inline_ Sphere(const Sphere& sphere) : mCenter(sphere.mCenter), mRadius(sphere.mRadius) {} | ||
35 | //! Destructor | ||
36 | inline_ ~Sphere() {} | ||
37 | |||
38 | BSphereMethod Compute(udword nb_verts, const Point* verts); | ||
39 | bool FastCompute(udword nb_verts, const Point* verts); | ||
40 | |||
41 | // Access methods | ||
42 | inline_ const Point& GetCenter() const { return mCenter; } | ||
43 | inline_ float GetRadius() const { return mRadius; } | ||
44 | |||
45 | inline_ const Point& Center() const { return mCenter; } | ||
46 | inline_ float Radius() const { return mRadius; } | ||
47 | |||
48 | inline_ Sphere& Set(const Point& center, float radius) { mCenter = center; mRadius = radius; return *this; } | ||
49 | inline_ Sphere& SetCenter(const Point& center) { mCenter = center; return *this; } | ||
50 | inline_ Sphere& SetRadius(float radius) { mRadius = radius; return *this; } | ||
51 | |||
52 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
53 | /** | ||
54 | * Tests if a point is contained within the sphere. | ||
55 | * \param p [in] the point to test | ||
56 | * \return true if inside the sphere | ||
57 | */ | ||
58 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
59 | inline_ bool Contains(const Point& p) const | ||
60 | { | ||
61 | return mCenter.SquareDistance(p) <= mRadius*mRadius; | ||
62 | } | ||
63 | |||
64 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
65 | /** | ||
66 | * Tests if a sphere is contained within the sphere. | ||
67 | * \param sphere [in] the sphere to test | ||
68 | * \return true if inside the sphere | ||
69 | */ | ||
70 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
71 | inline_ bool Contains(const Sphere& sphere) const | ||
72 | { | ||
73 | // If our radius is the smallest, we can't possibly contain the other sphere | ||
74 | if(mRadius < sphere.mRadius) return false; | ||
75 | // So r is always positive or null now | ||
76 | float r = mRadius - sphere.mRadius; | ||
77 | return mCenter.SquareDistance(sphere.mCenter) <= r*r; | ||
78 | } | ||
79 | |||
80 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
81 | /** | ||
82 | * Tests if a box is contained within the sphere. | ||
83 | * \param aabb [in] the box to test | ||
84 | * \return true if inside the sphere | ||
85 | */ | ||
86 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
87 | inline_ BOOL Contains(const AABB& aabb) const | ||
88 | { | ||
89 | // I assume if all 8 box vertices are inside the sphere, so does the whole box. | ||
90 | // Sounds ok but maybe there's a better way? | ||
91 | float R2 = mRadius * mRadius; | ||
92 | #ifdef USE_MIN_MAX | ||
93 | const Point& Max = ((ShadowAABB&)&aabb).mMax; | ||
94 | const Point& Min = ((ShadowAABB&)&aabb).mMin; | ||
95 | #else | ||
96 | Point Max; aabb.GetMax(Max); | ||
97 | Point Min; aabb.GetMin(Min); | ||
98 | #endif | ||
99 | Point p; | ||
100 | p.x=Max.x; p.y=Max.y; p.z=Max.z; if(mCenter.SquareDistance(p)>=R2) return FALSE; | ||
101 | p.x=Min.x; if(mCenter.SquareDistance(p)>=R2) return FALSE; | ||
102 | p.x=Max.x; p.y=Min.y; if(mCenter.SquareDistance(p)>=R2) return FALSE; | ||
103 | p.x=Min.x; if(mCenter.SquareDistance(p)>=R2) return FALSE; | ||
104 | p.x=Max.x; p.y=Max.y; p.z=Min.z; if(mCenter.SquareDistance(p)>=R2) return FALSE; | ||
105 | p.x=Min.x; if(mCenter.SquareDistance(p)>=R2) return FALSE; | ||
106 | p.x=Max.x; p.y=Min.y; if(mCenter.SquareDistance(p)>=R2) return FALSE; | ||
107 | p.x=Min.x; if(mCenter.SquareDistance(p)>=R2) return FALSE; | ||
108 | |||
109 | return TRUE; | ||
110 | } | ||
111 | |||
112 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
113 | /** | ||
114 | * Tests if the sphere intersects another sphere | ||
115 | * \param sphere [in] the other sphere | ||
116 | * \return true if spheres overlap | ||
117 | */ | ||
118 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
119 | inline_ bool Intersect(const Sphere& sphere) const | ||
120 | { | ||
121 | float r = mRadius + sphere.mRadius; | ||
122 | return mCenter.SquareDistance(sphere.mCenter) <= r*r; | ||
123 | } | ||
124 | |||
125 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
126 | /** | ||
127 | * Checks the sphere is valid. | ||
128 | * \return true if the box is valid | ||
129 | */ | ||
130 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
131 | inline_ BOOL IsValid() const | ||
132 | { | ||
133 | // Consistency condition for spheres: Radius >= 0.0f | ||
134 | if(mRadius < 0.0f) return FALSE; | ||
135 | return TRUE; | ||
136 | } | ||
137 | public: | ||
138 | Point mCenter; //!< Sphere center | ||
139 | float mRadius; //!< Sphere radius | ||
140 | }; | ||
141 | |||
142 | #endif // __ICEBOUNDINGSPHERE_H__ | ||