package com.igorcrevar.goingunder.collision; import com.badlogic.gdx.math.Vector2; public class BoundingSphere { private float centerX; private float centerY; private float radius; private float ownerAngle; private Vector2 tCenter = new Vector2(); public BoundingSphere(float centerX, float centerY, float r) { this.ownerAngle = 0.0f; this.centerX = centerX; this.centerY = centerY; this.radius = r; } public float getRadius() { return radius; } public float getOwnerAngle() { return ownerAngle; } public void setOwnerAngle(float v) { ownerAngle = v; } /** * Returns current center of sphere (after update call) * @return Vector2 */ public Vector2 getCenter() { return tCenter; } public void update(float x, float y, float angle) { this.ownerAngle = angle; tCenter.set(centerX, centerY); if (angle != 0.0f) { tCenter.rotate(angle); } tCenter.x += x; tCenter.y += y; } }