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    Ult3D
    
   Implementation of "Ultimate 3D Game Engine Design & Architecture" by Allan Sherrod 
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#include <BoundingSphere.h>
Public Member Functions | |
| BoundingSphere () | |
| BoundingSphere (const BoundingSphere &bs) | |
| void | Calculate (Vector3D *v, const int numPoints) | 
| void | Translate (const Vector3D &v) | 
| bool | CollisionCheck (const BoundingSphere &bs) | 
| bool | CollisionCheck (const Vector3D &p1) | 
| bool | CollisionCheck (const Vector3D &p1, const Vector3D &p2, const Vector3D &p3) | 
| bool | CollisionCheck (const BoundingBox &aabb) | 
Public Attributes | |
| Vector3D | mCenter | 
| float | mRadius | 
3D sphere with a center and radius.
| Ult::BoundingSphere::BoundingSphere | ( | ) | 
BoundingSphere default constructor.
| Ult::BoundingSphere::BoundingSphere | ( | const BoundingSphere & | bs | ) | 
BoundingSphere copy constructor.
| void Ult::BoundingSphere::Calculate | ( | Vector3D * | v, | 
| const int | numPoints ) | 
Initialize the sphere to encapsulate all of the input points.
| bool Ult::BoundingSphere::CollisionCheck | ( | const BoundingBox & | aabb | ) | 
Returns true if the input box overlaps this sphere.
| bool Ult::BoundingSphere::CollisionCheck | ( | const BoundingSphere & | bs | ) | 
Returns true if the input sphere overlaps this sphere.
| bool Ult::BoundingSphere::CollisionCheck | ( | const Vector3D & | p1 | ) | 
Returns true if the input point is within this sphere.
| bool Ult::BoundingSphere::CollisionCheck | ( | const Vector3D & | p1, | 
| const Vector3D & | p2, | ||
| const Vector3D & | p3 ) | 
Returns true if any of the input points are within this sphere.
| void Ult::BoundingSphere::Translate | ( | const Vector3D & | v | ) | 
Move the sphere's center by v.
| Vector3D Ult::BoundingSphere::mCenter | 
The center position if this sphere.
| float Ult::BoundingSphere::mRadius | 
The radius of this sphere.