server/dep/include/g3dlite/G3D/Cylinder.h
Lynx3d ae3ad10bcf [10097] Update G3D up to v8.0b4
+ Got rid of zip lib requirement in G3D...
  Still can re-enable code by defining _HAVE_ZIP...

+ Remove silly X11 lib dependency from G3D
  Code doesn't seem to do anything yet anyway, and even if, we don't want it :p

+ Fix another weird G3D build problem...

+ Remove some __asm usage in g3d, which is not available on Win64
  My editor also decided to remove a ton of trailing white spaces...tss...

+ Reapply G3D fixes for 64bit VC

+ not use SSE specific header when SSE not enabled in *nix

+ Updated project files

+ New vmap_assembler VC90/VC80 Project

+ vmap assembler binaries updates

NOTE: Old vmap fikes expected work (as tests show) with new library version.
      But better use new generated versions. Its different in small parts to bad or good...

(based on Lynx3d's repo commit 44798d3)

Signed-off-by: VladimirMangos <vladimir@getmangos.com>
2010-06-23 06:45:25 +04:00

92 lines
2 KiB
C++

/**
@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