forked from 0ad/0ad
bb
157c6af18e
Avoid cases of filenames Update years in terms and other legal(ish) documents Don't update years in license headers, since change is not meaningful Will add linter rule in seperate commit Happy recompiling everyone! Original Patch By: Nescio Comment By: Gallaecio Differential Revision: D2620 This was SVN commit r27786.
47 lines
1.6 KiB
C++
47 lines
1.6 KiB
C++
/* 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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