#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 Sphere::Clone( ) const { return ::Utility::DynamicMemory::UniquePointer( 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::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: case Type_box_axis_aligned: return Utility::Intersect( *(BoxAxisAligned*)&target, *this, worldPointOfContact ); case Type_box: 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 ); // 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; } }