Danbias/OysterPhysics3D/Collision/Sphere.h

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/////////////////////////////////////////////////////////////////////
// Created by Dan Andersson 2013
/////////////////////////////////////////////////////////////////////
#pragma once
#ifndef OYSTER_COLLISION_SPHERE_H
#define OYSTER_COLLISION_SPHERE_H
#include "OysterMath.h"
#include "ICollideable.h"
namespace Oyster { namespace Collision
{
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 Sphere &point );
Sphere( const ::Oyster::Math::Float3 &position, const ::Oyster::Math::Float &radius );
~Sphere( );
Sphere & operator = ( const Sphere &sphere );
ICollideable* clone( ) const;
bool Intersects( const ICollideable *target ) const;
bool Contains( const ICollideable *target ) const;
ICollideable::State Advanced( const ICollideable *target ) const; //Not supported returns 0;
};
} }
#endif