100 lines
1.9 KiB
C
100 lines
1.9 KiB
C
/*
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* Copyright (c), Recep Aslantas.
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*
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* MIT License (MIT), http://opensource.org/licenses/MIT
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* Full license can be found in the LICENSE file
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*/
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#ifndef cglm_sphere_h
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#define cglm_sphere_h
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#include "common.h"
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#include "mat4.h"
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/*
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Sphere Representation in cglm: [center.x, center.y, center.z, radii]
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You could use this representation or you can convert it to vec4 before call
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any function
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*/
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/*!
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* @brief helper for getting sphere radius
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*
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* @param[in] s sphere
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*
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* @return returns radii
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*/
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CGLM_INLINE
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float
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glm_sphere_radii(vec4 s) {
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return s[3];
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}
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/*!
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* @brief apply transform to sphere, it is just wrapper for glm_mat4_mulv3
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*
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* @param[in] s sphere
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* @param[in] m transform matrix
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* @param[out] dest transformed sphere
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*/
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CGLM_INLINE
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void
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glm_sphere_transform(vec4 s, mat4 m, vec4 dest) {
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glm_mat4_mulv3(m, s, 1.0f, dest);
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dest[3] = s[3];
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}
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/*!
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* @brief merges two spheres and creates a new one
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*
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* two sphere must be in same space, for instance if one in world space then
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* the other must be in world space too, not in local space.
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*
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* @param[in] s1 sphere 1
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* @param[in] s2 sphere 2
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* @param[out] dest merged/extended sphere
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*/
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CGLM_INLINE
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void
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glm_sphere_merge(vec4 s1, vec4 s2, vec4 dest) {
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float dist, radii;
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dist = glm_vec3_distance(s1, s2);
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radii = dist + s1[3] + s2[3];
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radii = glm_max(radii, s1[3]);
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radii = glm_max(radii, s2[3]);
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glm_vec3_center(s1, s2, dest);
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dest[3] = radii;
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}
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/*!
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* @brief check if two sphere intersects
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*
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* @param[in] s1 sphere
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* @param[in] s2 other sphere
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*/
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CGLM_INLINE
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bool
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glm_sphere_sphere(vec4 s1, vec4 s2) {
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return glm_vec3_distance2(s1, s2) <= glm_pow2(s1[3] + s2[3]);
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}
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/*!
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* @brief check if sphere intersects with point
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*
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* @param[in] s sphere
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* @param[in] point point
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*/
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CGLM_INLINE
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bool
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glm_sphere_point(vec4 s, vec3 point) {
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float rr;
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rr = s[3] * s[3];
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return glm_vec3_distance2(point, s) <= rr;
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}
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#endif /* cglm_sphere_h */
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