/****************************************************************************
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#ifndef QT3DRENDER_RENDER_SPHERE_H
#define QT3DRENDER_RENDER_SPHERE_H

//
//  W A R N I N G
//  -------------
//
// This file is not part of the Qt API.  It exists for the convenience
// of other Qt classes.  This header file may change from version to
// version without notice, or even be removed.
//
// We mean it.
//

#include <Qt3DRender/private/qt3drender_global_p.h>
#include <Qt3DCore/qnodeid.h>
#include <Qt3DCore/private/matrix4x4_p.h>
#include <Qt3DRender/private/boundingsphere_p.h>

#include <QMatrix4x4>

QT_BEGIN_NAMESPACE

namespace Qt3DRender {

namespace Render {

class Q_3DRENDERSHARED_PRIVATE_EXPORT Sphere : public RayCasting::BoundingSphere
{
public:
    inline Sphere(Qt3DCore::QNodeId i = Qt3DCore::QNodeId())
        : m_center()
        , m_radius(-1.0f)
        , m_id(i)
    {}

    inline Sphere(const Vector3D &c, float r, Qt3DCore::QNodeId i = Qt3DCore::QNodeId())
        : m_center(c)
        , m_radius(r)
        , m_id(i)
    {}

    void setCenter(const Vector3D &c);
    Vector3D center() const override;

    bool isNull() const { return m_center == Vector3D() && m_radius == -1.0f; }

    void setRadius(float r);
    float radius() const override;

    void clear();
    void initializeFromPoints(const QVector<Vector3D> &points);
    void expandToContain(const Vector3D &point);
    inline void expandToContain(const QVector<Vector3D> &points)
    {
        for (const Vector3D &p : points)
            expandToContain(p);
    }

    void expandToContain(const Sphere &sphere);

    Sphere transformed(const Matrix4x4 &mat) const;
    inline Sphere &transform(const Matrix4x4 &mat)
    {
        *this = transformed(mat);
        return *this;
    }

    Qt3DCore::QNodeId id() const final;
    bool intersects(const RayCasting::QRay3D &ray, Vector3D *q, Vector3D *uvw = nullptr) const final;
    Type type() const final;

    static Sphere fromPoints(const QVector<Vector3D> &points);

private:
    Vector3D m_center;
    float m_radius;
    Qt3DCore::QNodeId m_id;

    static const float ms_epsilon;
};

inline void Sphere::setCenter(const Vector3D &c)
{
    m_center = c;
}

inline Vector3D Sphere::center() const
{
    return m_center;
}

inline void Sphere::setRadius(float r)
{
    Q_ASSERT(r >= 0.0f);
    if (r >= 0.0f)
        m_radius = r;
}

inline float Sphere::radius() const
{
    return m_radius;
}

inline void Sphere::clear()
{
    m_center = Vector3D();
    m_radius = -1.0f;
}

inline bool intersects(const Sphere &a, const Sphere &b)
{
    if (a.isNull() || b.isNull())
        return false;

    // Calculate squared distance between sphere centers
    const Vector3D d = a.center() - b.center();
    const float distSq = Vector3D::dotProduct(d, d);

    // Spheres intersect if squared distance is less than squared
    // sum of radii
    const float sumRadii = a.radius() + b.radius();
    return distSq <= sumRadii * sumRadii;
}

#ifndef QT_NO_DEBUG_STREAM
Q_3DRENDERSHARED_EXPORT QDebug operator<<(QDebug dbg, const Sphere &sphere);
#endif

} // Render

} // Qt3DRender

QT_END_NAMESPACE

Q_DECLARE_METATYPE(Qt3DRender::Render::Sphere) // LCOV_EXCL_LINE

#endif // QT3DRENDER_RENDER_SPHERE_H
