Refactor CBoundingSphere and add tests
Reviewed By: wraitii Comments By: smiley, Stan Differential Revision: https://code.wildfiregames.com/D1576 This was SVN commit r22143.
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source/maths/BoundingSphere.cpp
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source/maths/BoundingSphere.cpp
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/* Copyright (C) 2019 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "maths/BoundingBoxAligned.h"
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#include "maths/BoundingSphere.h"
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CBoundingSphere CBoundingSphere::FromSweptBox(const CBoundingBoxAligned& bbox)
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{
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float maxX = std::max(fabsf(bbox[0].X), fabsf(bbox[1].X));
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float maxY = std::max(fabsf(bbox[0].Y), fabsf(bbox[1].Y));
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float maxZ = std::max(fabsf(bbox[0].Z), fabsf(bbox[1].Z));
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float radius = sqrtf(maxX*maxX + maxY*maxY + maxZ*maxZ);
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return CBoundingSphere(CVector3D(0.f, 0.f, 0.f), radius);
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}
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bool CBoundingSphere::RayIntersect(const CVector3D& origin, const CVector3D& dir) const
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{
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// Vector v from the origin of the ray to the center of the sphere
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CVector3D v = m_Center - origin;
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// Length of the projection of v onto the direction vector of the ray
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const float pcLen = dir.Dot(v);
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if (pcLen > 0.0f)
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{
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// Get the shortest distance from the center of the sphere to the ray
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v = dir * pcLen - v;
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}
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return v.LengthSquared() <= m_Radius * m_Radius;
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}
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@ -1,4 +1,4 @@
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/* Copyright (C) 2014 Wildfire Games.
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/* Copyright (C) 2019 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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@ -18,35 +18,18 @@
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#ifndef INCLUDED_BOUNDINGSPHERE
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#define INCLUDED_BOUNDINGSPHERE
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#include "maths/BoundingBoxAligned.h"
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#include "maths/Vector3D.h"
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class BoundingBoxAligned;
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class CBoundingSphere
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{
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private:
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CVector3D m_Center;
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float m_Radius;
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public:
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CBoundingSphere() : m_Radius(0) { }
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CBoundingSphere() : m_Radius(0.0f) { }
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CBoundingSphere(const CVector3D& center, float radius) : m_Center(center), m_Radius(radius) { }
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/**
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* Construct a bounding sphere that encompasses a bounding box
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* swept through all possible rotations around the origin.
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*/
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static CBoundingSphere FromSweptBox(const CBoundingBoxAligned& bbox)
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{
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float maxX = std::max(fabsf(bbox[0].X), fabsf(bbox[1].X));
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float maxY = std::max(fabsf(bbox[0].Y), fabsf(bbox[1].Y));
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float maxZ = std::max(fabsf(bbox[0].Z), fabsf(bbox[1].Z));
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float radius = sqrtf(maxX*maxX + maxY*maxY + maxZ*maxZ);
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return CBoundingSphere(CVector3D(0.f, 0.f, 0.f), radius);
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}
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const CVector3D& GetCenter()
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const CVector3D& GetCenter() const
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{
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return m_Center;
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}
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@ -57,21 +40,20 @@ public:
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}
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/**
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* Check if the ray, defined by an origin point and a direction unit vector
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* interesects with the sphere
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* Construct a bounding sphere that encompasses a bounding box
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* swept through all possible rotations around the origin.
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*/
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bool RayIntersect(const CVector3D& origin, const CVector3D& dir) const
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{
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CVector3D v = m_Center - origin; // Vector v from the origin of the ray to the center of the sphere
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float pcLen = dir.Dot(v); // Length of the projection of v onto the direction vector of the ray
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if(pcLen <= 0)
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return false; // Sphere behind the ray
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// Get the shortest distance from the center of the sphere to the ray
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v = (dir * pcLen) - v;
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if (v.LengthSquared() > m_Radius * m_Radius)
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return false; // Distance to sphere center more than radius
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return true;
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}
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static CBoundingSphere FromSweptBox(const CBoundingBoxAligned& bbox);
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/**
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* Check if the ray, defined by an origin point and a direction unit vector
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* interesects with the sphere. The direction should be normalized.
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*/
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bool RayIntersect(const CVector3D& origin, const CVector3D& dir) const;
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private:
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CVector3D m_Center;
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float m_Radius;
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};
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#endif // INCLUDED_BOUNDINGSPHERE
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80
source/maths/tests/test_BoundingSphere.h
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source/maths/tests/test_BoundingSphere.h
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@ -0,0 +1,80 @@
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/* Copyright (C) 2019 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "lib/self_test.h"
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#include "maths/BoundingBoxAligned.h"
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#include "maths/BoundingSphere.h"
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#include <cmath>
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class TestBoundingSphere : public CxxTest::TestSuite
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{
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public:
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void test_basic()
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{
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CBoundingBoxAligned indentityAABB(CVector3D(-1.0f, -1.0f, -1.0f), CVector3D(1.0f, 1.0f, 1.0f));
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CBoundingSphere bs1 = CBoundingSphere::FromSweptBox(indentityAABB);
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// The radius should be equal to the length of diagonal in an identity cube.
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TS_ASSERT_DELTA(bs1.GetRadius(), sqrtf(3.0f), 1e-5);
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TS_ASSERT_EQUALS(bs1.GetCenter(), CVector3D(0.0f, 0.0f, 0.0f));
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CBoundingBoxAligned translatedAABB;
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CVector3D translate(1.0f, 2.0f, 3.0f);
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indentityAABB.Translate(translate, translatedAABB);
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CBoundingSphere bs2 = CBoundingSphere::FromSweptBox(translatedAABB);
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CVector3D farVertex = translate + CVector3D(1.0f, 1.0f, 1.0f);
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TS_ASSERT_DELTA(bs2.GetRadius(), farVertex.Length(), 1e-5);
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TS_ASSERT_EQUALS(bs2.GetCenter(), CVector3D(0.0f, 0.0f, 0.0f));
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}
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void check_intersections(const CVector3D& pivot)
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{
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// Axis aligned rays for different axis.
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CBoundingSphere bs1(pivot, 1.0f);
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for (size_t i = 0; i < 3; ++i)
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{
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CVector3D origin = pivot, direction;
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origin[i] += 2.0f;
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direction[i] = 1.0f;
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TS_ASSERT_EQUALS(bs1.RayIntersect(origin, -direction), true);
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TS_ASSERT_EQUALS(bs1.RayIntersect(origin, direction), false);
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}
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// Rays inside bounding spheres.
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CBoundingSphere bs2(pivot, 10.0f);
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TS_ASSERT_EQUALS(bs2.RayIntersect(pivot + CVector3D(0.0f, 1.0f, 0.0f), CVector3D(0.0f, 1.0f, 0.0f)), true);
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TS_ASSERT_EQUALS(bs2.RayIntersect(pivot - CVector3D(0.0f, 1.0f, 0.0f), CVector3D(0.0f, 1.0f, 0.0f)), true);
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CBoundingSphere bs3(pivot, 2.0f);
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TS_ASSERT_EQUALS(bs3.RayIntersect(pivot + CVector3D(-4.0f, -2.0f, -4.0f), CVector3D(1.0f, 1.0f, 1.0f).Normalized()), true);
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TS_ASSERT_EQUALS(bs3.RayIntersect(pivot + CVector3D(-4.0f, -1.0f, -4.0f), CVector3D(1.0f, 1.0f, 1.0f).Normalized()), false);
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}
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void test_intersections()
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{
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// Initial positions of bounding spheres.
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CVector3D pivots[] = {
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CVector3D(0.0f, 0.0f, 0.0f),
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CVector3D(1.0f, 2.0f, 3.0f),
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CVector3D(-10.0f, 0.5f, 3.0f)
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};
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for (const CVector3D& pivot : pivots)
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check_intersections(pivot);
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}
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};
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