mirror of https://github.com/axmolengine/axmol.git
94 lines
3.3 KiB
C
94 lines
3.3 KiB
C
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/****************************************************************************
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Copyright (c) 2014 Chukong Technologies Inc.
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef __CC_PU_PARTICLE_3D_SPHERE_H__
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#define __CC_PU_PARTICLE_3D_SPHERE_H__
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#include "base/CCRef.h"
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#include "math/CCMath.h"
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#include "3d/CCAABB.h"
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#include <vector>
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NS_CC_BEGIN
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/** A sphere primitive, mostly used for bounds checking.
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@remarks
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A sphere in math texts is normally represented by the function
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x^2 + y^2 + z^2 = r^2 (for sphere's centered on the origin). Ogre stores spheres
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simply as a center point and a radius.
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*/
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class PUSphere
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{
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protected:
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float _radius;
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Vec3 _center;
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public:
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/** Standard constructor - creates a unit sphere around the origin.*/
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PUSphere();
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/** Constructor allowing arbitrary spheres.
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@param center The center point of the sphere.
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@param radius The radius of the sphere.
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*/
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PUSphere(const Vec3& center, float radius);
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/** Returns the radius of the sphere. */
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float getRadius(void) const { return _radius; }
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/** Sets the radius of the sphere. */
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void setRadius(float radius) { _radius = radius; }
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/** Returns the center point of the sphere. */
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const Vec3& getCenter(void) const { return _center; }
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/** Sets the center point of the sphere. */
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void setCenter(const Vec3& center) { _center = center; }
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/** Returns whether or not this sphere intersects another sphere. */
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bool intersects(const PUSphere& s) const
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{
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return (s._center - _center).lengthSquared() <= (s._radius + _radius) * (s._radius + _radius);
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}
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///** Returns whether or not this sphere intersects a box. */
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//bool intersects(const AABB& box) const
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//{
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// return Math::intersects(*this, box);
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//}
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/** Returns whether or not this sphere intersects a plane. */
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//bool intersects(const Plane& plane) const
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//{
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// return Math::intersects(*this, plane);
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//}
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/** Returns whether or not this sphere intersects a point. */
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bool intersects(const Vec3& v) const
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{
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return ((v - _center).lengthSquared() <= _radius * _radius);
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}
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/** Merges another Sphere into the current sphere */
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void merge(const PUSphere& oth);
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};
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NS_CC_END
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#endif
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