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GuSphere.h
1// Redistribution and use in source and binary forms, with or without
2// modification, are permitted provided that the following conditions
3// are met:
4// * Redistributions of source code must retain the above copyright
5// notice, this list of conditions and the following disclaimer.
6// * Redistributions in binary form must reproduce the above copyright
7// notice, this list of conditions and the following disclaimer in the
8// documentation and/or other materials provided with the distribution.
9// * Neither the name of NVIDIA CORPORATION nor the names of its
10// contributors may be used to endorse or promote products derived
11// from this software without specific prior written permission.
12//
13// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
14// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
15// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
16// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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18// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
19// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
20// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
21// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
22// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
23// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
24//
25// Copyright (c) 2008-2022 NVIDIA Corporation. All rights reserved.
26// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
27// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
28
29#ifndef GU_SPHERE_H
30#define GU_SPHERE_H
35#include "foundation/PxVec3.h"
36
37namespace physx
38{
39
43namespace Gu
44{
45 class Sphere
46 {
47 public:
52 {
53 }
54
58 PX_INLINE Sphere(const PxVec3& _center, PxF32 _radius) : center(_center), radius(_radius)
59 {
60 }
64 PX_INLINE Sphere(const Sphere& sphere) : center(sphere.center), radius(sphere.radius)
65 {
66 }
71 {
72 }
73
74 PX_INLINE void set(const PxVec3& _center, float _radius) { center = _center; radius = _radius; }
75
81 PX_INLINE bool isValid() const
82 {
83 // Consistency condition for spheres: Radius >= 0.0f
84 return radius >= 0.0f;
85 }
86
93 PX_INLINE bool contains(const PxVec3& p) const
94 {
95 return (center-p).magnitudeSquared() <= radius*radius;
96 }
97
99 PxF32 radius;
100 };
101}
102
103}
104
106#endif
Definition GuSphere.h:46
PxF32 radius
Sphere's radius.
Definition GuSphere.h:99
PX_INLINE Sphere(const PxVec3 &_center, PxF32 _radius)
Constructor.
Definition GuSphere.h:58
PX_INLINE ~Sphere()
Destructor.
Definition GuSphere.h:70
PX_INLINE bool contains(const PxVec3 &p) const
Tests if a point is contained within the sphere.
Definition GuSphere.h:93
PX_INLINE Sphere(const Sphere &sphere)
Copy constructor.
Definition GuSphere.h:64
PxVec3 center
Sphere's center.
Definition GuSphere.h:98
PX_INLINE bool isValid() const
Checks the sphere is valid.
Definition GuSphere.h:81
PX_INLINE Sphere()
Constructor.
Definition GuSphere.h:51
3 Element vector class.
Definition PxVec3.h:50
#define PX_INLINE
Definition PxPreprocessor.h:320
Sorts an array of objects in ascending order, assuming that the predicate implements the < operator:
Definition PxBoxController.h:39