Ult3D
Implementation of "Ultimate 3D Game Engine Design & Architecture" by Allan Sherrod
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BoundingSphere.h
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1#ifndef ULT_MATH_BOUNDING_SPHERE_H_INCLUDED
2#define ULT_MATH_BOUNDING_SPHERE_H_INCLUDED
3
4#include "BoundingBox.h"
5#include "Vector3D.h"
6
7namespace Ult
8{
9
15{
16public:
25
29 void Calculate(Vector3D* v, const int numPoints);
33 void Translate(const Vector3D& v);
34
36 bool CollisionCheck(const BoundingSphere& bs);
38 bool CollisionCheck(const Vector3D& p1);
40 bool CollisionCheck(const Vector3D& p1, const Vector3D& p2, const Vector3D& p3);
42 bool CollisionCheck(const BoundingBox& aabb);
43
47 float mRadius;
48};
49
50} // namespace Ult
51
52#endif // ULT_MATH_BOUNDING_SPHERE_H_INCLUDED
53
Definition BoundingBox.h:18
bool CollisionCheck(const BoundingSphere &bs)
Definition BoundingSphere.cpp:40
float mRadius
Definition BoundingSphere.h:47
void Calculate(Vector3D *v, const int numPoints)
Definition BoundingSphere.cpp:19
void Translate(const Vector3D &v)
Definition BoundingSphere.cpp:35
Vector3D mCenter
Definition BoundingSphere.h:45
BoundingSphere()
Definition BoundingSphere.cpp:7
Definition Vector3D.h:12
Definition Archive.h:13