/* 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 . */ #include "precompiled.h" #include "maths/BoundingBoxAligned.h" #include "maths/BoundingSphere.h" CBoundingSphere CBoundingSphere::FromSweptBox(const CBoundingBoxAligned& bbox) { float maxX = std::max(fabsf(bbox[0].X), fabsf(bbox[1].X)); float maxY = std::max(fabsf(bbox[0].Y), fabsf(bbox[1].Y)); float maxZ = std::max(fabsf(bbox[0].Z), fabsf(bbox[1].Z)); float radius = sqrtf(maxX*maxX + maxY*maxY + maxZ*maxZ); return CBoundingSphere(CVector3D(0.f, 0.f, 0.f), radius); } bool CBoundingSphere::RayIntersect(const CVector3D& origin, const CVector3D& dir) const { // Vector v from the origin of the ray to the center of the sphere CVector3D v = m_Center - origin; // Length of the projection of v onto the direction vector of the ray const float pcLen = dir.Dot(v); if (pcLen > 0.0f) { // Get the shortest distance from the center of the sphere to the ray v = dir * pcLen - v; } return v.LengthSquared() <= m_Radius * m_Radius; }