Danbias/OysterPhysics3D/Collision/Line.cpp

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/////////////////////////////////////////////////////////////////////
// Created by Dan Andersson 2013
/////////////////////////////////////////////////////////////////////
#include "Line.h"
#include "Collision.h"
using namespace ::Oyster::Collision;
using namespace ::Oyster::Math;
Line::Line( ) : ICollideable(ICollideable::Line), ray(), length(0.0f) {}
Line::Line( const Line &_line ) : ICollideable(ICollideable::Line), ray(_line.ray), length(_line.length) {}
Line::Line( const class Ray &_ray, const Float &_length ) : ICollideable(ICollideable::Line), ray(_ray), length(_length) {}
Line::Line( const Float3 &origin, const Float3 &normalizedDirection, const Float &_length ) : ICollideable(ICollideable::Line), ray(origin, normalizedDirection), length(_length) {}
Line::~Line( ) { /*Nothing needs to be done here*/ }
Line & Line::operator = ( const Line &line )
{
this->ray = line.ray;
this->length = line.length;
return *this;
}
ICollideable* Line::clone( ) const
{ return new Line(*this); }
bool Line::Intersects( const ICollideable *target ) const
{
if( this->ray.Intersects( target ) ) if( this->ray.collisionDistance >= 0.0f ) if( this->ray.collisionDistance <= this->length )
return true;
this->ray.collisionDistance = 0.0f;
return false;
}
bool Line::Contains( const ICollideable *target ) const
{ /*TODO*/ return false; }
ICollideable::State Line::Advanced( const ICollideable *target ) const
{ return ICollideable::Missed; } //Not supported returns 0