forked from 0ad/0ad
vladislavbelov
cb83d494e0
Reviewed By: wraitii Comments By: smiley, Stan Differential Revision: https://code.wildfiregames.com/D1576 This was SVN commit r22143.
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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