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diff --git a/dep/src/g3dlite/Cone.cpp b/dep/src/g3dlite/Cone.cpp
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+/**
+ @file Cone.cpp
+
+ Cone class
+
+ @maintainer Morgan McGuire, http://graphics.cs.williams.edu
+
+ @created 2001-07-09
+ @edited 2006-01-29
+*/
+
+#include "G3D/platform.h"
+#include "G3D/Cone.h"
+#include "G3D/Line.h"
+#include "G3D/Sphere.h"
+#include "G3D/Box.h"
+
+namespace G3D {
+
+Cone::Cone(const Vector3 &tip, const Vector3 &direction, float angle) {
+ this->tip = tip;
+ this->direction = direction.direction();
+ this->angle = angle;
+
+ debugAssert(angle >= 0);
+ debugAssert(angle <= pi());
+}
+
+/**
+ Forms the smallest cone that contains the box. Undefined if
+ the tip is inside or on the box.
+ */
+Cone::Cone(const Vector3& tip, const Box& box) {
+ this->tip = tip;
+ this->direction = (box.center() - tip).direction();
+
+ // Find the biggest angle
+ float smallestDotProduct = direction.dot((box.corner(0) - tip).direction());
+
+ for (int i = 1; i < 8; ++i) {
+ float dp = direction.dot((box.corner(i) - tip).direction());
+
+ debugAssert(dp > 0);
+
+ if (dp < smallestDotProduct) {
+ smallestDotProduct = dp;
+ }
+ }
+
+ angle = acosf(smallestDotProduct);
+}
+
+
+bool Cone::intersects(const Sphere& b) const {
+ // If the bounding sphere contains the tip, then
+ // they definitely touch.
+ if (b.contains(this->tip)) {
+ return true;
+ }
+
+ // Move the tip backwards, effectively making the cone bigger
+ // to account for the radius of the sphere.
+
+ Vector3 tip = this->tip - direction * b.radius / sinf(angle);
+
+ return Cone(tip, direction, angle).contains(b.center);
+}
+
+
+bool Cone::contains(const Vector3& v) const {
+
+ Vector3 d = (v - tip).direction();
+
+ float x = d.dot(direction);
+
+ return (x > 0) && (x >= cosf(angle));
+}
+
+}; // namespace