use crate::bounding_volume::BoundingSphere;
use crate::math::Real;
use crate::query::{Ray, RayCast, RayIntersection};
use crate::shape::Ball;
impl RayCast for BoundingSphere {
#[inline]
fn cast_local_ray(&self, ray: &Ray, max_time_of_impact: Real, solid: bool) -> Option<Real> {
let centered_ray = ray.translate_by(-self.center().coords);
Ball::new(self.radius()).cast_local_ray(¢ered_ray, max_time_of_impact, solid)
}
#[inline]
fn cast_local_ray_and_get_normal(
&self,
ray: &Ray,
max_time_of_impact: Real,
solid: bool,
) -> Option<RayIntersection> {
let centered_ray = ray.translate_by(-self.center().coords);
Ball::new(self.radius()).cast_local_ray_and_get_normal(
¢ered_ray,
max_time_of_impact,
solid,
)
}
#[inline]
fn intersects_local_ray(&self, ray: &Ray, max_time_of_impact: Real) -> bool {
let centered_ray = ray.translate_by(-self.center().coords);
Ball::new(self.radius()).intersects_local_ray(¢ered_ray, max_time_of_impact)
}
}