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#include "d/col/c/c_m3d_g_sph.h"
#include "m/m_vec.h"
cM3dGSph::cM3dGSph() {
mRatio = 1.0f;
}
void cM3dGSph::SetC(const mVec3_c &c) {
mCenter = c;
}
void cM3dGSph::Set(const mVec3_c *c, f32 r) {
SetC(*c);
SetR(r);
}
void cM3dGSph::SetR(f32 r) {
if (r < 0.0f) {
r = 0.0f;
}
mRadius = r;
}
void cM3dGSph::SetC(f32 x, f32 y, f32 z) {
mVec3_c c(x, y, z);
SetC(c);
}
bool cM3dGSph::Cross(cM3dGUnk &pUnk, mVec3_c *pOut) {
return cM3d_Cross_UnkSph(pUnk, *this, pOut);
}
bool cM3dGSph::Cross(cM3dGUnk &pUnk, f32 *pOut) {
return cM3d_Cross_UnkSph(pUnk, *this, pOut);
}
f32 cM3dGSph::GetYDist(f32 r) const {
f32 b = mRadius * mRadius - (r - mCenter.y) * (r - mCenter.y);
if (b < 0.0f) {
return 0.0f;
}
return nw4r::math::FSqrt(b);
}
bool cM3dGSph::Cross(const cM3dGTri *pTri, f32 *p2, mVec3_c *p3) {
return cM3d_Cross_SphTri(*this, *pTri, nullptr, p2, p3);
}
void cM3dGSph::Clamp(const mVec3_c &in, mVec3_c &out) const {
f32 dist = EGG::Math<f32>::sqrt(VEC3DistSq(mCenter, in));
if (dist < mRadius) {
out = in;
} else {
f32 a = mRadius / dist;
out = (in - mCenter) * a + mCenter;
}
}
void cM3dGSph::SetRatio(f32 ratio) {
mRatio = ratio;
}
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