#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 );
	case Type_sphere: return Utility::Intersect( *this, *(Sphere*)&target );
	case Type_plane: return Utility::Intersect( *(Plane*)&target, *this );
	// 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 );
	// 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;
	}
}