#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::Memory::UniquePointer Sphere::Clone( ) const { return ::Utility::Memory::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: 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; } }