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)
{
this->center = Float3::null;
this->radius = 0.0f;
}
Sphere::Sphere( const Float3 &_position, const Float &_radius ) : ICollideable(Type_sphere)
{
this->center = _position;
this->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 );
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case Type_sphere: return 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;
}
}
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bool Sphere::Intersects( const ICollideable &target, ::Oyster::Math::Float3 &worldPointOfContact ) const
{
switch( target.type )
{
case Type_universe: return true;
case Type_point: return Utility::Intersect( *this, *(Point*)&target, worldPointOfContact );
case Type_ray: return Utility::Intersect( *this, *(Ray*)&target, ((Ray*)&target)->collisionDistance, worldPointOfContact );
case Type_sphere: return Utility::Intersect( *this, *(Sphere*)&target, worldPointOfContact );
//case Type_plane: return Utility::Intersect( *(Plane*)&target, *this, worldPointOfContact );
// case Type_triangle: return false; // TODO:
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case Type_box_axis_aligned: return false; // return Utility::Intersect( *(BoxAxisAligned*)&target, *this, worldPointOfContact );
case Type_box: return false; // return Utility::Intersect( *(Box*)&target, *this, worldPointOfContact );
case Type_frustrum: return false; // TODO:
default: worldPointOfContact = Float3::null;
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;
}
}