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.