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-rw-r--r--dep/include/g3dlite/G3D/Cylinder.h92
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diff --git a/dep/include/g3dlite/G3D/Cylinder.h b/dep/include/g3dlite/G3D/Cylinder.h
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--- a/dep/include/g3dlite/G3D/Cylinder.h
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-/**
- @file Cylinder.h
-
- @maintainer Morgan McGuire, http://graphics.cs.williams.edu
-
- @created 2003-02-07
- @edited 2005-09-26
-
- Copyright 2000-2005, Morgan McGuire.
- All rights reserved.
- */
-
-#ifndef G3D_Cylinder_H
-#define G3D_Cylinder_H
-
-#include "G3D/platform.h"
-#include "G3D/g3dmath.h"
-#include "G3D/Vector3.h"
-
-namespace G3D {
-
-class Line;
-class AABox;
-/**
- Right cylinder
- */
-class Cylinder {
-private:
- Vector3 p1;
- Vector3 p2;
-
- float mRadius;
-
-public:
-
- /** Uninitialized */
- Cylinder();
- Cylinder(class BinaryInput& b);
- Cylinder(const Vector3& _p1, const Vector3& _p2, float _r);
- void serialize(class BinaryOutput& b) const;
- void deserialize(class BinaryInput& b);
-
- /** The line down the center of the Cylinder */
- Line axis() const;
-
- /**
- A reference frame in which the center of mass is at the origin and
- the Y-axis is the cylinder's axis. If the cylinder is transformed, this reference frame
- may freely rotate around its axis.*/
- void getReferenceFrame(class CoordinateFrame& cframe) const;
-
- /** Returns point 0 or 1 */
- inline const Vector3& point(int i) const {
- debugAssert(i >= 0 && i <= 1);
- return (i == 0) ? p1 : p2;
- }
-
- /**
- Returns true if the point is inside the Cylinder or on its surface.
- */
- bool contains(const Vector3& p) const;
-
- float area() const;
-
- float volume() const;
-
- float radius() const;
-
- /** Center of mass */
- inline Vector3 center() const {
- return (p1 + p2) / 2.0f;
- }
-
- inline float height() const {
- return (p1 - p2).magnitude();
- }
-
- /**
- Get close axis aligned bounding box.
- With vertical world orientation, the top and bottom might not be very tight. */
- void getBounds(AABox& out) const;
-
- /** Random world space point with outward facing normal. */
- void getRandomSurfacePoint(Vector3& P, Vector3& N) const;
-
- /** Point selected uniformly at random over the volume. */
- Vector3 randomInteriorPoint() const;
-};
-
-} // namespace
-
-#endif