/usr/include/BALL/MATHS/sphere3.h is in libball1.4-dev 1.4.1+20111206-3.
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// vi: set ts=2:
//
#ifndef BALL_MATHS_SPHERE3_H
#define BALL_MATHS_SPHERE3_H
#ifdef BALL_HAS_IEEEFP_H
# include <ieeefp.h>
#endif
#include <iostream>
#ifndef BALL_MATHS_PLANE3_H
# include <BALL/MATHS/plane3.h>
#endif
#ifndef BALL_MATHS_VECTOR3_H
# include <BALL/MATHS/vector3.h>
#endif
namespace BALL
{
/** \defgroup Sphere Sphere
\ingroup GeometricObjects
*/
//@{
/** Generic Sphere Class.
*/
template <typename T>
class TSphere3
{
public:
BALL_CREATE(TSphere3)
/** @name Constructors and Destructors
*/
//@{
/** Default constructor.
This method creates a new TSphere3 object. The three components
are initialized to <tt>(T)0</tt>.
*/
TSphere3()
: p(),
radius(0)
{
}
/** Copy constructor.
Create a new Sphere3 object from another.
@param sphere the Sphere3 object to be copied
*/
TSphere3(const TSphere3& sphere)
: p(sphere.p),
radius(sphere.radius)
{
}
/** Detailed constructor.
Create a new Sphere3 object from a point and a radius.
@param point assigned to the point
@param radius assigned to the radius
*/
TSphere3(const TVector3<T>& point, const T& radius)
: p(point),
radius(radius)
{
}
/** Destructor.
As there are no dynamic data structures, nothing happens.
*/
virtual ~TSphere3()
{
}
/** Default initialisation
*/
virtual void clear()
{
p.clear();
radius = (T) 0;
}
//@}
/** @name Assignment
*/
//@{
/** Swap the contents of two instances of Sphere3.
@param sphere the Sphere3 to swap contents with
*/
void swap(TSphere3& sphere)
{
TVector3<T> temp_point(p);
p = sphere.p;
sphere.p = temp_point;
T temp = radius;
radius = sphere.radius;
sphere.radius = temp;
}
/** Assign from another instance of Sphere3.
@param sphere the Sphere3 object to assign from
*/
void set(const TSphere3& sphere)
{
p = sphere.p;
radius = sphere.radius;
}
/** Assign from a point and a radius.
@param point the point to assign from
@param r the radius to assign from
*/
void set(const TVector3<T>& point, const T& r)
{
p = point;
radius = r;
}
/** Assignment operator.
Assign the components from another instance of Sphere.
@param sphere the sphere to assign from
**/
TSphere3& operator = (const TSphere3& sphere)
{
p = sphere.p;
radius = sphere.radius;
return *this;
}
/** Assign to another instance of Sphere.
Assigns the components to another Sphere.
@param sphere the sphere to be assigned to
*/
void get(TSphere3& sphere) const
{
sphere.p = p;
sphere.radius = radius;
}
/** Assign to an instance of Vector3 and a variable of type <tt>T</tt>.
@param point the point component
@param r the radius component
*/
void get(TVector3<T>& point, T& r) const
{
point = p;
r = radius;
}
//@}
/** @name Predicates
*/
//@{
/** Equality operator.
@return bool, <b>true</b> if all components are equal, <b>false</b> otherwise
*/
bool operator == (const TSphere3& sphere) const
{
return (p == sphere.p && Maths::isEqual(radius, sphere.radius));
}
/** Inequality operator.
@return bool, <b>true</b> if the two Sphere3 differ in at least one component, <b>false</b> otherwise
*/
bool operator != (const TSphere3& sphere) const
{
return (p != sphere.p || Maths::isNotEqual(radius, sphere.radius));
}
/** Test whether a given point is a member of the Sphere.
Optional it can be tested if the point lies on the surface.
@param point the point to be tested
@param on_surface true to test the surface (default = false)
@return bool, <b>true</b> or <b>false</b>
*/
bool has(const TVector3<T>& point, bool on_surface = false) const
{
if (on_surface)
{
return Maths::isEqual(p.getDistance(point), radius);
}
else
{
return Maths::isLessOrEqual(p.getDistance(point), radius);
}
}
/** Test whether the Sphere is empty (radius = 0).
@return bool, <b>true</b> or <b>false</b>
*/
bool isEmpty() const
{
return Maths::isZero(radius);
}
//@}
/** @name Debugging and Diagnostics
*/
//@{
/** Test whether instance is valid.
Always returns true
@return bool <b>true</b>
*/
bool isValid() const
{
return true;
}
/** Internal state dump.
Dump the current internal state of {\em *this} to
the output ostream <b> s </b> with dumping depth <b> depth </b>.
@param s - output stream where to output the internal state of {\em *this}
@param depth - the dumping depth
*/
void dump(std::ostream& s = std::cout, Size depth = 0) const
{
BALL_DUMP_STREAM_PREFIX(s);
BALL_DUMP_HEADER(s, this, this);
BALL_DUMP_DEPTH(s, depth);
s << " position: " << p << std::endl;
BALL_DUMP_DEPTH(s, depth);
s << " radius: " << radius << std::endl;
BALL_DUMP_STREAM_SUFFIX(s);
}
//@}
/** @name Attributes
*/
//@{
/** The midpoint of the sphere.
*/
TVector3<T> p;
/** The radius of the sphere.
*/
T radius;
//@}
};
//@}
/** @name Storers
Stream operators for the class Sphere
\ingroup Sphere
*/
//@{
/** Input operator.
Reads in an instance of TVector3 and a <b>T</b> value : p, radius.
*/
template <typename T>
std::istream& operator >> (std::istream& s, TSphere3<T>& sphere)
{
char c;
s >> c >> sphere.p >> sphere.radius >> c;
return s;
}
/** Output Operator.
Write the contents of <tt>p</tt> and <tt>radius</tt> to an output stream.
The values are enclose in brackets. \par
<b>Example:</b> \par
<tt>((0 1 1.5) 0.4)</tt>
*/
template <typename T>
std::ostream& operator << (std::ostream& s, const TSphere3<T>& sphere)
{
s << '(' << sphere.p << ' ' << sphere.radius << ')';
return s;
}
//@}
/** Default sphere type.
If double precision is not needed, <tt>TSphere3<float></tt> should
be used. It is predefined as <tt>Sphere3</tt> for convenience.
\ingroup Sphere
*/
typedef TSphere3<float> Sphere3;
} // namespace BALL
#endif // BALL_MATHS_SPHERE3_H
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