📄 sphere.h
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/* Copyright (C) John W. Ratcliff, 2001.
* All rights reserved worldwide.
*
* This software is provided "as is" without express or implied
* warranties. You may freely copy and compile this source into
* applications you distribute provided that the copyright text
* below is included in the resulting source code, for example:
* "Portions Copyright (C) John W. Ratcliff, 2001"
*/
#ifndef SPHERE_H
#define SPHERE_H
#include "vector.h"
/***********************************************************************/
/** SPHERE.H : Base class to represent a Sphere in 3 space. */
/** */
/** Written by John W. Ratcliff jratcliff@att.net */
/***********************************************************************/
class SphereInterface
{
public:
virtual int GetVertexCount(void) const = 0;
virtual bool GetVertex(int i,Vector3d<float> &vect) const = 0;
private:
};
class Sphere
{
public:
Sphere();
Sphere(const Vector3d<float> ¢er, float radius);
Set(const Vector3d<float> ¢er, float radius);
void Compute(const SphereInterface &source);
float GetRadius(void) const { return mRadius; };
float GetRadius2(void) const { return mRadius2; };
const Vector3d<float>& GetCenter(void) const { return mCenter; };
bool RayIntersection(const Vector3d<float> &rayOrigin,
const Vector3d<float> &V,
float distance,
Vector3d<float> *intersect);
bool RayIntersection(const Vector3d<float> &rayOrigin,
const Vector3d<float> &rayDirection,
Vector3d<float> *intersect);
bool RayIntersectionInFront(const Vector3d<float> &rayOrigin,
const Vector3d<float> &rayDirection,
Vector3d<float> *intersect);
void Report(void);
void SetRadius(float radius)
{
mRadius = radius;
mRadius2 = radius*radius;
}
bool InSphereXY(const Vector3d<float> &pos,float distance) const
{
float dx = pos.x - mCenter.x;
float dy = pos.y - mCenter.y;
float dist = sqrtf( dx*dx + dy*dy );
if ( dist < (mRadius+distance) ) return true;
return false;
};
bool InSphere(const Vector3d<float> &pos,float distance) const
{
float dx = pos.x - mCenter.x;
float dy = pos.y - mCenter.y;
float dz = pos.z - mCenter.z;
float dist = sqrtf( dx*dx + dy*dy + dz*dz );
if ( dist < (mRadius+distance) ) return true;
return false;
}
protected:
Vector3d<float> mCenter;
private:
float mRadius;
float mRadius2; // radius squared.
};
inline Sphere::Sphere()
: mCenter(Vector3d<float>(0.0f, 0.0f, 0.0f)), mRadius(0.0f), mRadius2(0.0f) { };
inline Sphere::Sphere(const Vector3d<float> ¢er, float radius)
: mCenter(center), mRadius(radius), mRadius2(radius*radius) { };
#endif
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