Index: ps/trunk/source/maths/BoundingSphere.h =================================================================== --- ps/trunk/source/maths/BoundingSphere.h (revision 22227) +++ ps/trunk/source/maths/BoundingSphere.h (revision 22228) @@ -1,59 +1,59 @@ /* Copyright (C) 2019 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. 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 General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #ifndef INCLUDED_BOUNDINGSPHERE #define INCLUDED_BOUNDINGSPHERE #include "maths/Vector3D.h" -class BoundingBoxAligned; +class CBoundingBoxAligned; class CBoundingSphere { public: CBoundingSphere() : m_Radius(0.0f) { } CBoundingSphere(const CVector3D& center, float radius) : m_Center(center), m_Radius(radius) { } const CVector3D& GetCenter() const { return m_Center; } float GetRadius() const { return m_Radius; } /** * Construct a bounding sphere that encompasses a bounding box * swept through all possible rotations around the origin. */ static CBoundingSphere FromSweptBox(const CBoundingBoxAligned& bbox); /** * Check if the ray, defined by an origin point and a direction unit vector * interesects with the sphere. The direction should be normalized. */ bool RayIntersect(const CVector3D& origin, const CVector3D& dir) const; private: CVector3D m_Center; float m_Radius; }; #endif // INCLUDED_BOUNDINGSPHERE