Danbias/Code/Physics/OysterPhysics3D/Sphere.h

50 lines
1.7 KiB
C++

/////////////////////////////////////////////////////////////////////
// Created by Dan Andersson 2013
/////////////////////////////////////////////////////////////////////
#pragma once
#ifndef OYSTER_COLLISION_3D_SPHERE_H
#define OYSTER_COLLISION_3D_SPHERE_H
#include "OysterMath.h"
#include "ICollideable.h"
namespace Oyster
{
namespace Collision3D
{
class Sphere : public ICollideable
{
public:
union
{
struct{ ::Oyster::Math::Float4 center; ::Oyster::Math::Float radius; };
char byte[sizeof(::Oyster::Math::Float4) + sizeof(::Oyster::Math::Float)];
};
Sphere( );
Sphere( const ::Oyster::Math::Float3 &center, const ::Oyster::Math::Float &radius );
Sphere( const ::Oyster::Math::Float4 &center, const ::Oyster::Math::Float &radius );
virtual ~Sphere( );
Sphere & operator = ( const Sphere &sphere );
virtual ::Utility::DynamicMemory::UniquePointer<ICollideable> Clone( ) const;
bool Intersects( const ICollideable &target ) const;
bool Intersects( const ICollideable &target, ::Oyster::Math::Float4 &worldPointOfContact ) const;
bool Contains( const ICollideable &target ) const;
::Oyster::Math::Float TimeOfContact( const ICollideable &deuterStart, const ICollideable &deuterEnd ) const;
};
}
namespace Math
{
/********************************************************************
* Normalized Linear Interpolation
********************************************************************/
::Oyster::Collision3D::Sphere & Nlerp( const ::Oyster::Collision3D::Sphere &start, const ::Oyster::Collision3D::Sphere &end, ::Oyster::Math::Float t, ::Oyster::Collision3D::Sphere &targetMem = ::Oyster::Collision3D::Sphere() );
}
}
#endif