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use na::Real; use query::{Ray, RayCast, RayIntersection}; use shape::Ball; use bounding_volume::BoundingSphere; use math::Isometry; impl<N: Real> RayCast<N> for BoundingSphere<N> { #[inline] fn toi_with_ray(&self, m: &Isometry<N>, ray: &Ray<N>, solid: bool) -> Option<N> { let centered_ray = ray.translate_by(-(m * self.center()).coords); Ball::new(self.radius()).toi_with_ray(m, ¢ered_ray, solid) } #[inline] fn toi_and_normal_with_ray( &self, m: &Isometry<N>, ray: &Ray<N>, solid: bool, ) -> Option<RayIntersection<N>> { let centered_ray = ray.translate_by(-(m * self.center()).coords); Ball::new(self.radius()).toi_and_normal_with_ray(&Isometry::identity(), ¢ered_ray, solid) } #[cfg(feature = "dim3")] #[inline] fn toi_and_normal_and_uv_with_ray( &self, m: &Isometry<N>, ray: &Ray<N>, solid: bool, ) -> Option<RayIntersection<N>> { let centered_ray = ray.translate_by(-(m * self.center()).coords); Ball::new(self.radius()).toi_and_normal_and_uv_with_ray(&Isometry::identity(), ¢ered_ray, solid) } #[inline] fn intersects_ray(&self, m: &Isometry<N>, ray: &Ray<N>) -> bool { let centered_ray = ray.translate_by(-(m * self.center()).coords); Ball::new(self.radius()).intersects_ray(&Isometry::identity(), ¢ered_ray) } }