Danbias/Code/OysterPhysics3D/Sphere.h

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/////////////////////////////////////////////////////////////////////
// Created by Dan Andersson 2013
/////////////////////////////////////////////////////////////////////
#pragma once
#ifndef OYSTER_COLLISION_3D_SPHERE_H
#define OYSTER_COLLISION_3D_SPHERE_H
#include "OysterMath.h"
#include "ICollideable.h"
namespace Oyster { namespace Collision3D
{
class Sphere : public ICollideable
{
public:
union
{
struct{ ::Oyster::Math::Float3 center; ::Oyster::Math::Float radius; };
char byte[sizeof(::Oyster::Math::Float3) + sizeof(::Oyster::Math::Float)];
};
Sphere( );
Sphere( const ::Oyster::Math::Float3 &center, const ::Oyster::Math::Float &radius );
virtual ~Sphere( );
Sphere & operator = ( const Sphere &sphere );
virtual ::Utility::DynamicMemory::UniquePointer<ICollideable> Clone( ) const;
bool Intersects( const ICollideable &target ) const;
bool Contains( const ICollideable &target ) const;
};
} }
#endif