#ifndef Magnum_Shapes_Cylinder_h #define Magnum_Shapes_Cylinder_h /* This file is part of Magnum. Copyright © 2010, 2011, 2012, 2013 Vladimír Vondruš Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /** @file * @brief Class Magnum::Shapes::Cylinder, typedef Magnum::Shapes::Cylinder2D, Magnum::Shapes::Cylinder3D */ #include "Math/Vector3.h" #include "DimensionTraits.h" #include "Shapes/Shapes.h" #include "Shapes/magnumShapesVisibility.h" namespace Magnum { namespace Shapes { /** @brief Infinite cylinder defined by line and radius Unlike other elements the cylinder expects uniform scaling. See @ref shapes for brief introduction. @see @ref Cylinder2D, @ref Cylinder3D, @ref Capsule @todo Store the radius as squared value to avoid sqrt/pow? Will complicate collision detection with sphere. */ template class MAGNUM_SHAPES_EXPORT Cylinder { public: enum: UnsignedInt { Dimensions = dimensions /**< Dimension count */ }; /** * @brief Constructor * * Creates zero-sized cylinder at origin. */ constexpr /*implicit*/ Cylinder(): _radius(0.0f) {} /** @brief Constructor */ constexpr /*implicit*/ Cylinder(const typename DimensionTraits::VectorType& a, const typename DimensionTraits::VectorType& b, Float radius): _a(a), _b(b), _radius(radius) {} /** @brief Transformed shape */ Cylinder transformed(const typename DimensionTraits::MatrixType& matrix) const; /** @brief First point */ constexpr typename DimensionTraits::VectorType a() const { return _a; } /** @brief Set first point */ void setA(const typename DimensionTraits::VectorType& a) { _a = a; } /** @brief Second point */ constexpr typename DimensionTraits::VectorType b() const { return _b; } /** @brief Set second point */ void setB(const typename DimensionTraits::VectorType& b) { _b = b; } /** @brief Radius */ constexpr Float radius() const { return _radius; } /** @brief Set radius */ void setRadius(Float radius) { _radius = radius; } /** @brief %Collision occurence with point */ bool operator%(const Point& other) const; /** @brief %Collision occurence with sphere */ bool operator%(const Sphere& other) const; private: typename DimensionTraits::VectorType _a, _b; Float _radius; }; /** @brief Infinite two-dimensional cylinder */ typedef Cylinder<2> Cylinder2D; /** @brief Infinite three-dimensional cylinder */ typedef Cylinder<3> Cylinder3D; /** @collisionoccurenceoperator{Point,Cylinder} */ template inline bool operator%(const Point& a, const Cylinder& b) { return b % a; } /** @collisionoccurenceoperator{Sphere,Cylinder} */ template inline bool operator%(const Sphere& a, const Cylinder& b) { return b % a; } }} #endif