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0ad/source/maths/BoundingSphere.h

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C++

/* Copyright (C) 2019 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_BOUNDINGSPHERE
#define INCLUDED_BOUNDINGSPHERE
#include "maths/Vector3D.h"
class CBoundingBoxAligned;
class CBoundingSphere
{
public:
CBoundingSphere() : m_Radius(0.0f) { }
CBoundingSphere(const CVector3D& center, float radius) : m_Center(center), m_Radius(radius) { }
const CVector3D& GetCenter() const
{
return m_Center;
}
float GetRadius() const
{
return m_Radius;
}
/**
* Construct a bounding sphere that encompasses a bounding box
* swept through all possible rotations around the origin.
*/
static CBoundingSphere FromSweptBox(const CBoundingBoxAligned& bbox);
/**
* Check if the ray, defined by an origin point and a direction unit vector
* interesects with the sphere. The direction should be normalized.
*/
bool RayIntersect(const CVector3D& origin, const CVector3D& dir) const;
private:
CVector3D m_Center;
float m_Radius;
};
#endif // INCLUDED_BOUNDINGSPHERE