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70
Torque/SDK/engine/math/mSphere.h
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70
Torque/SDK/engine/math/mSphere.h
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//-----------------------------------------------------------------------------
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// Torque Game Engine
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// Copyright (C) GarageGames.com, Inc.
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//-----------------------------------------------------------------------------
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#ifndef _MSPHERE_H_
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#define _MSPHERE_H_
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//Includes
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#ifndef _MPOINT_H_
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#include "math/mPoint.h"
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#endif
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class SphereF
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{
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public:
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Point3F center;
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F32 radius;
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public:
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SphereF() { }
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SphereF(const Point3F& in_rPosition,
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const F32 in_rRadius)
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: center(in_rPosition),
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radius(in_rRadius)
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{
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if (radius < 0.0f)
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radius = 0.0f;
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}
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bool isContained(const Point3F& in_rContain) const;
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bool isContained(const SphereF& in_rContain) const;
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bool isIntersecting(const SphereF& in_rIntersect) const;
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};
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//-------------------------------------- INLINES
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//
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inline bool
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SphereF::isContained(const Point3F& in_rContain) const
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{
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F32 distSq = (center - in_rContain).lenSquared();
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return (distSq <= (radius * radius));
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}
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inline bool
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SphereF::isContained(const SphereF& in_rContain) const
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{
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if (radius < in_rContain.radius)
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return false;
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// Since our radius is guaranteed to be >= other's, we
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// can dodge the sqrt() here.
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//
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F32 dist = (in_rContain.center - center).lenSquared();
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return (dist <= ((radius - in_rContain.radius) *
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(radius - in_rContain.radius)));
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}
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inline bool
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SphereF::isIntersecting(const SphereF& in_rIntersect) const
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{
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F32 distSq = (in_rIntersect.center - center).lenSquared();
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return (distSq <= ((in_rIntersect.radius + radius) *
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(in_rIntersect.radius + radius)));
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}
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#endif //_SPHERE_H_
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