Danbias/Code/OysterPhysics3D/Sphere.cpp

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#include "Sphere.h"
#include "OysterCollision3D.h"
using namespace ::Oyster::Collision3D;
using namespace ::Oyster::Math;
Sphere::Sphere( ) : ICollideable(Type_sphere), center(), radius(0.0f) { }
Sphere::Sphere( const Float3 &_position, const Float &_radius ) : ICollideable(Type_sphere), center(_position), radius(_radius) {}
Sphere::~Sphere( ) {}
Sphere & Sphere::operator = ( const Sphere &sphere )
{
this->center = sphere.center;
this->radius = sphere.radius;
return *this;
}
::Utility::DynamicMemory::UniquePointer<ICollideable> Sphere::Clone( ) const
{ return ::Utility::DynamicMemory::UniquePointer<ICollideable>( new Sphere(*this) ); }
bool Sphere::Intersects( const ICollideable *target ) const
{
switch( target->type )
{
case Type_universe: return true;
case Type_point: return Utility::Intersect( *this, *(Point*)target );
case Type_ray: return Utility::Intersect( *this, *(Ray*)target, ((Ray*)target)->collisionDistance );
case Type_sphere: Utility::Intersect( *this, *(Sphere*)target );
case Type_plane: return Utility::Intersect( *(Plane*)target, *this );
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// case Type_triangle: return false; // TODO:
case Type_box_axis_aligned: return Utility::Intersect( *(BoxAxisAligned*)target, *this );
case Type_box: return Utility::Intersect( *(Box*)target, *this );
case Type_frustrum: return false; // TODO:
default: return false;
}
}
bool Sphere::Contains( const ICollideable *target ) const
{
switch( target->type )
{
case Type_point: return Utility::Intersect( *this, *(Point*)target );
case Type_sphere: return Utility::Contains( *this, *(Sphere*)target );
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// case Type_triangle: return false; // TODO:
case Type_box_axis_aligned: return false; // TODO:
case Type_box: return false; // TODO:
case Type_frustrum: return false; // TODO:
default: return false;
}
}