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