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