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Sphere[Class Summary]
pos
r
ctor (+4 overloads)
Translate(offset)
Transform(transform) (+3 overloads)
MinimalEnclosingAABB()[const]
MaximalContainedAABB()[const]
SetNegativeInfinity()
Volume()[const]
SurfaceArea()[const]
Diameter()[const]
Centroid()[const]
AnyPointFast()[const]
ExtremePoint(direction)[const] (+1 overload)
ProjectToAxis(...)[const]
IsFinite()[const]
IsDegenerate()[const]
SetDegenerate()
Contains(point)[const] (+11 overloads)
Distance(point)[const] (+9 overloads)
MaxDistance(point)[const]
ClosestPoint(point)[const]
Intersects(...)[const] (+11 overloads)
Enclose(point,epsilon) (+10 overloads)
ExtendRadiusToContain(point,epsilon) (+1 overload)
RandomPointInside(lcg)
RandomPointOnSurface(lcg)
Triangulate(...)[const]
ToString()[const]
SerializeToString()[const]
SerializeToCodeString()[const]
Equals(rhs,epsilon)[const]
BitEquals(other)[const]
FastEnclosingSphere(...)[static]
OptimalEnclosingSphere(...)[static] (+4 overloads)
FitThroughPoints(a,b)[static] (+2 overloads)
RandomPointInside(lcg,center,radius)[static]
RandomPointOnSurface(lcg,center,radius)[static]
RandomUnitaryFloat3(lcg)[static]
IntersectLine(...)[static]
FromString(str,outEndStr)[static] (+1 overload)

Sphere::ClosestPoint

Syntax

float4 Sphere::ClosestPoint(const float4 &point) const; [6 lines of code]

Computes the closest point on this sphere to the given object.

If the other object intersects this sphere, this function will return an arbitrary point inside the region of intersection.

See Also

Contains(), Distance(), Intersects().

Work in progress:

Todo: in float4 Sphere::ClosestPoint(const float4 &point) const:
Add Sphere::ClosestPoint(Line/Ray/LineSegment/Plane/Triangle/Polygon/Circle/Disc/AABB/OBB/Sphere/Capsule/Frustum/Polyhedron).