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00025 #include "LampBasic.h"
00026 #include "Geometry/Primitive/Sphere.h"
00027 #include "Geometry/Distance/AxisAlignedBoxDistance.h"
00028 #include "Geometry/Distance/CapsuleDistance.h"
00029 #include "Geometry/Distance/ConeDistance.h"
00030 #include "Geometry/Distance/LineDistance.h"
00031 #include "Geometry/Distance/OrientedBoxDistance.h"
00032 #include "Geometry/Distance/PlaneDistance.h"
00033 #include "Geometry/Distance/RayDistance.h"
00034 #include "Geometry/Distance/SegmentDistance.h"
00035 #include "Geometry/Distance/SphereDistance.h"
00036 #include "Geometry/Intersection/AxisAlignedBoxIntersection.h"
00037 #include "Geometry/Intersection/CapsuleIntersection.h"
00038 #include "Geometry/Intersection/ConeIntersection.h"
00039 #include "Geometry/Intersection/LineIntersection.h"
00040 #include "Geometry/Intersection/OrientedBoxIntersection.h"
00041 #include "Geometry/Intersection/PlaneIntersection.h"
00042 #include "Geometry/Intersection/RayIntersection.h"
00043 #include "Geometry/Intersection/SegmentIntersection.h"
00044 #include "Geometry/Intersection/SphereIntersection.h"
00045
00046 namespace Lamp{
00047
00048
00049
00050
00051
00052 const Sphere Sphere::zero(0.f, 0.f, 0.f, 0.f);
00053
00054
00055 const Sphere Sphere::unit(0.f, 0.f, 0.f, 1.f);
00056
00057
00058
00059
00060
00061 float Sphere::getSquaredDistance(const Vector3& point) const{
00062 return SphereDistance::squaredDistance(*this, point);
00063 }
00064
00065
00066 float Sphere::getSquaredDistance(const AxisAlignedBox& axisAlignedBox) const{
00067 return AxisAlignedBoxDistance::squaredDistance(axisAlignedBox, *this);
00068 }
00069
00070
00071 float Sphere::getSquaredDistance(const Capsule& capsule) const{
00072 return CapsuleDistance::squaredDistance(capsule, *this);
00073 }
00074
00075
00076 float Sphere::getSquaredDistance(const Cone& cone) const{
00077 return ConeDistance::squaredDistance(cone, *this);
00078 }
00079
00080
00081 float Sphere::getSquaredDistance(const Line& line) const{
00082 return LineDistance::squaredDistance(line, *this);
00083 }
00084
00085
00086 float Sphere::getSquaredDistance(const OrientedBox& orientedBox) const{
00087 return OrientedBoxDistance::squaredDistance(orientedBox, *this);
00088 }
00089
00090
00091 float Sphere::getDistance(const Plane& plane) const{
00092 return PlaneDistance::distance(plane, *this);
00093 }
00094
00095
00096 float Sphere::getSquaredDistance(const Ray& ray) const{
00097 return RayDistance::squaredDistance(ray, *this);
00098 }
00099
00100
00101 float Sphere::getSquaredDistance(const Segment& segment) const{
00102 return SegmentDistance::squaredDistance(segment, *this);
00103 }
00104
00105
00106 float Sphere::getSquaredDistance(const Sphere& sphere) const{
00107 return SphereDistance::squaredDistance(*this, sphere);
00108 }
00109
00110
00111 float Sphere::getSquaredDistance(const Triangle& triangle) const{
00112 return SphereDistance::squaredDistance(*this, triangle);
00113 }
00114
00115
00116
00117
00118 bool Sphere::intersect(const Vector3& point) const{
00119 return SphereIntersection::intersect(*this, point);
00120 }
00121
00122
00123 bool Sphere::intersect(const AxisAlignedBox& axisAlignedBox) const{
00124 return AxisAlignedBoxIntersection::intersect(axisAlignedBox, *this);
00125 }
00126
00127
00128 bool Sphere::intersect(const Cone& cone) const{
00129 return ConeIntersection::intersect(cone, *this);
00130 }
00131
00132
00133 bool Sphere::intersect(const Capsule& capsule) const{
00134 return CapsuleIntersection::intersect(capsule, *this);
00135 }
00136
00137
00138 bool Sphere::intersect(const Line& line) const{
00139 return LineIntersection::intersect(line, *this);
00140 }
00141
00142
00143 bool Sphere::intersect(const OrientedBox& orientedBox) const{
00144 return OrientedBoxIntersection::intersect(orientedBox, *this);
00145 }
00146
00147
00148 bool Sphere::intersect(const Plane& plane) const{
00149 return PlaneIntersection::intersect(plane, *this);
00150 }
00151
00152
00153 bool Sphere::intersect(const Ray& ray) const{
00154 return RayIntersection::intersect(ray, *this);
00155 }
00156
00157
00158 bool Sphere::intersect(const Segment& segment) const{
00159 return SegmentIntersection::intersect(segment, *this);
00160 }
00161
00162
00163 bool Sphere::intersect(const Sphere& sphere) const{
00164 return SphereIntersection::intersect(*this, sphere);
00165 }
00166
00167
00168 bool Sphere::intersect(Intersection* intersection, const Sphere& sphere) const{
00169 return SphereIntersection::intersect(intersection, *this, sphere);
00170 }
00171
00172
00173 bool Sphere::intersect(const Triangle& triangle) const{
00174 return SphereIntersection::intersect(*this, triangle);
00175 }
00176
00177
00178 bool Sphere::intersect(
00179 Intersection* intersection, const Triangle& triangle) const{
00180 return SphereIntersection::intersect(intersection, *this, triangle);
00181 }
00182
00183 }
00184