#region LGPL License
/*
Axiom Game Engine Library
Copyright (C) 2003 Axiom Project Team
The overall design, and a majority of the core engine and rendering code
contained within this library is a derivative of the open source Object Oriented
Graphics Engine OGRE, which can be found at http://ogre.sourceforge.net.
Many thanks to the OGRE team for maintaining such a high quality project.
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#endregion
using System;
namespace Axiom.MathLib{
/// <summary>
/// A standard sphere, used mostly for bounds checking.
/// </summary>
/// <remarks>
/// A sphere in math texts is normally represented by the function
/// x^2 + y^2 + z^2 = r^2 (for sphere's centered on the origin). We store spheres
/// simply as a center point and a radius.
/// </remarks>
public sealed class Sphere {
#region Protected member variables
private float radius;
private Vector3 center;
#endregion
#region Constructors
/// <summary>
/// Creates a unit sphere centered at the origin.
/// </summary>
public Sphere() {
radius = 1.0f;
center = Vector3.Zero;
}
/// <summary>
/// Creates an arbitrary spehere.
/// </summary>
/// <param name="center">Center point of the sphere.</param>
/// <param name="radius">Radius of the sphere.</param>
public Sphere(Vector3 center, float radius) {
this.center = center;
this.radius = radius;
}
#endregion
#region Properties
/// <summary>
/// Gets/Sets the center of the sphere.
/// </summary>
public Vector3 Center {
get {
return center;
}
set {
center = value;
}
}
/// <summary>
/// Gets/Sets the radius of the sphere.
/// </summary>
public float Radius {
get {
return radius;
}
set {
radius = value;
}
}
#endregion
#region Intersection methods
/// <summary>
/// Tests for intersection between this sphere and another sphere.
/// </summary>
/// <param name="sphere">Other sphere.</param>
/// <returns>True if the spheres intersect, false otherwise.</returns>
public bool Intersects(Sphere sphere) {
return ((sphere.center - center).Length <= (sphere.radius + radius));
}
/// <summary>
/// Returns whether or not this sphere interects a box.
/// </summary>
/// <param name="box"></param>
/// <returns>True if the box intersects, false otherwise.</returns>
public bool Intersects(AxisAlignedBox box) {
return MathUtil.Intersects(this, box);
}
/// <summary>
/// Returns whether or not this sphere interects a plane.
/// </summary>
/// <param name="plane"></param>
/// <returns>True if the plane intersects, false otherwise.</returns>
public bool Intersects(Plane plane) {
return MathUtil.Intersects(this, plane);
}
/// <summary>
/// Returns whether or not this sphere interects a Vector3.
/// </summary>
/// <param name="vector"></param>
/// <returns>True if the vector intersects, false otherwise.</returns>
public bool Intersects(Vector3 vector) {
return (vector - center).Length <= radius;
}
#endregion Intersection methods
}
}
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