//================================================================================= bool BoundedPointListNode::AllPointsInBounds( const Bounds& givenBounds ) const { for( List::const_iterator iter = pointList->begin(); iter != pointList->end(); iter++ ) { c3ga::vectorE2GA point = *iter; if( !givenBounds.Contains( point ) ) return false; } return true; }
bool Intersect::BoundsSphere (const Bounds& bounds, const Vector3f& pos, float radius) { const Vector3f& center = bounds.GetCenter(); Vector3f dir (center - pos); float mag = dir.Magnitude(); if (mag > radius) { dir /= mag; dir *= radius; return bounds.Contains(pos + dir); } return true; }