29 #include "../precompiled.h"
63 if ( d >
radius + epsilon ) {
66 if ( d < -
radius - epsilon ) {
90 else if ( a >= r * r ) {
94 r = s + ( a / ( r *
r ) ) *
r;
109 double a,
b,
c, d, sqrtd;
125 scale1 = ( -b + sqrtd ) * a;
126 scale2 = ( -b - sqrtd ) * a;
140 float radiusSqr, dist;
145 origin = ( mins + maxs ) * 0.5
f;
148 for ( i = 0; i < numPoints; i++ ) {
149 dist = ( points[
i] -
origin ).LengthSqr();
150 if ( dist > radiusSqr ) {
GLsizei const GLfloat * points
float Distance(const idVec3 &v) const
static float Sqrt(float x)
float PlaneDistance(const idPlane &plane) const
virtual void VPCALL MinMax(float &min, float &max, const float *src, const int count)=0
idSphere sphere_zero(vec3_zero, 0.0f)
int PlaneSide(const idPlane &plane, const float epsilon=ON_EPSILON) const
GLubyte GLubyte GLubyte a
bool LineIntersection(const idVec3 &start, const idVec3 &end) const
GLdouble GLdouble GLdouble r
void FromPoints(const idVec3 *points, const int numPoints)
bool RayIntersection(const idVec3 &start, const idVec3 &dir, float &scale1, float &scale2) const
idSIMDProcessor * SIMDProcessor