////////////////////////////////////////////////////////////////////// // This file is part of Wavelet Turbulence. // // Wavelet Turbulence is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // Wavelet Turbulence is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with Wavelet Turbulence. If not, see . // // Copyright 2008 Theodore Kim and Nils Thuerey // // SPHERE.cpp: implementation of the SPHERE class. // ////////////////////////////////////////////////////////////////////// #include "SPHERE.h" ////////////////////////////////////////////////////////////////////// // Construction/Destruction ////////////////////////////////////////////////////////////////////// SPHERE::SPHERE(float x, float y, float z, float radius) : _radius(radius) { _center[0] = x; _center[1] = y; _center[2] = z; } SPHERE::~SPHERE() { } bool SPHERE::inside(float x, float y, float z) { float translate[] = {x - _center[0], y - _center[1], z - _center[2]}; float magnitude = translate[0] * translate[0] + translate[1] * translate[1] + translate[2] * translate[2]; return (magnitude < _radius * _radius) ? true : false; }