Exemple #1
0
/*!
    Returns true if this sphere intersects \a box; false otherwise.
*/
bool QSphere3D::intersects(const QBox3D &box) const
{
    if (box.isFinite()) {
        // Use Arvo's Algorithm to determine if we have an intersection.
        qreal dist = 0.0f;
        qreal center = m_center.x();
        qreal minval = box.minimum().x();
        qreal maxval = box.maximum().x();
        if (center < minval)
            dist += (center - minval) * (center - minval);
        else if (center > maxval)
            dist += (center - maxval) * (center - maxval);
        center = m_center.y();
        minval = box.minimum().y();
        maxval = box.maximum().y();
        if (center < minval)
            dist += (center - minval) * (center - minval);
        else if (center > maxval)
            dist += (center - maxval) * (center - maxval);
        center = m_center.z();
        minval = box.minimum().z();
        maxval = box.maximum().z();
        if (center < minval)
            dist += (center - minval) * (center - minval);
        else if (center > maxval)
            dist += (center - maxval) * (center - maxval);
        return dist <= (m_radius * m_radius);
    } else {
        return box.isInfinite();
    }
}
Exemple #2
0
QDebug operator<<(QDebug dbg, const QBox3D &box)
{
    if (box.isFinite()) {
        dbg.nospace() << "QBox3D(("
            << box.minimum().x() << ", " << box.minimum().y() << ", "
            << box.minimum().z() << ") - ("
            << box.maximum().x() << ", " << box.maximum().y() << ", "
            << box.maximum().z() << ')';
        return dbg.space();
    } else if (box.isNull()) {
        dbg << "QBox3D(null)";
        return dbg;
    } else {
        dbg << "QBox3D(infinite)";
        return dbg;
    }
}