intersectSphereSphere
- bool intersectSphereSphere(double aX, double aY, double aZ, double radiusSquaredA, double bX, double bY, double bZ, double radiusSquaredB, Vector4d centerAndRadiusOfIntersectionCircle)
- bool intersectSphereSphere(Vector3d centerA, double radiusSquaredA, Vector3d centerB, double radiusSquaredB, Vector4d centerAndRadiusOfIntersectionCircle)
public static
bool
intersectSphereSphere
doml intersection_d
static functionsstatic variables
Test whether the one sphere with center <code>centerA</code> and square radius <code>radiusSquaredA</code> intersects the other sphere with center <code>centerB</code> and square radius <code>radiusSquaredB</code>, and store the center of the circle of intersection in the <code>(x, y, z)</code> components of the supplied vector and the radius of that circle in the w component. <p> The normal vector of the circle of intersection can simply be obtained by subtracting the center of either sphere from the other. <p> Reference: <a href="http://gamedev.stackexchange.com/questions/75756/sphere-sphere-intersection-and-circle-sphere-intersection">http://gamedev.stackexchange.com</a>
@param centerA the first sphere's center @param radiusSquaredA the square of the first sphere's radius @param centerB the second sphere's center @param radiusSquaredB the square of the second sphere's radius @param centerAndRadiusOfIntersectionCircle will hold the center of the circle of intersection in the <code>(x, y, z)</code> components and the radius in the w component @return <code>true</code> iff both spheres intersect; <code>false</code> otherwise