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Game Physics Cookbook
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A sphere is the 3D version of a circle. It is defined by a 3D point in space and a radius. Like a circle in 2D, in 3D the sphere is considered to be one of the simplest shapes we can implement. The simplicity of a sphere makes it very fast for collision detection:

We are going to declare a new Sphere structure in the Geometry3D.h header file. This structure will hold a position and a radius.
Follow these steps to implement a 3D sphere:
Declare the Sphere structure in Geometry3D.h:
typedef struct Sphere {Start by declaring the position and radius variables of the Sphere structure:
Point position; float radius;
Finish implementing the structure by adding a default constructor, and one which takes a point and radius to construct a sphere out of:
inline Sphere() : radius(1.0f) { }
inline Sphere(const Point& p, float r) :
position(p), radius(r) { }
} Sphere;The Sphere structure contains a position and a radius. It has two constructors...