Danbias/OysterPhysics3D/Collision/Plane.cpp

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/////////////////////////////////////////////////////////////////////
// Created by Dan Andersson 2013
/////////////////////////////////////////////////////////////////////
#include "Plane.h"
#include "Collision.h"
using namespace ::Oyster::Collision;
using namespace ::Oyster::Math;
Plane::Plane( ) : ICollideable(ICollideable::Plane), normal(), phasing(0.0f) {}
Plane::Plane( const Plane &plane ) : ICollideable(ICollideable::Plane), normal(plane.normal), phasing(plane.phasing) {}
Plane::Plane( const Float3 &n, const Float &p ) : ICollideable(ICollideable::Plane), normal(n), phasing(p) {}
Plane::~Plane( ) { /*Nothing needs to be done here*/ }
Plane & Plane::operator = ( const Plane &plane )
{
this->normal = plane.normal;
this->phasing = plane.phasing;
return *this;
}
ICollideable* Plane::clone( ) const
{ return new Plane( *this ); }
bool Plane::Intersects( const ICollideable *target ) const
{
switch( target->type )
{
case ICollideable::Point: return Utility::intersect( *this, *(Collision::Point*)target );
case ICollideable::Ray: return Utility::intersect( *this, *(Collision::Ray*)target, ((Collision::Ray*)target)->collisionDistance );
case ICollideable::Sphere: return Utility::intersect( *this, *(Collision::Sphere*)target );
case ICollideable::Plane: return Utility::intersect( *this, *(Collision::Plane*)target );
case ICollideable::Triangle: return false; // TODO
case ICollideable::BoxAxisAligned: return Utility::intersect( *(Collision::BoxAxisAligned*)target, *this );
case ICollideable::Box: return Utility::intersect( *(Collision::Box*)target, *this );
case ICollideable::Frustrum: return false; // TODO
case ICollideable::Line: return false; // TODO
default: return false;
}
}
bool Plane::Contains( const ICollideable *target ) const
{
switch( target->type )
{
case ICollideable::Point: return Utility::intersect( *this, *(Collision::Point*)target );
case ICollideable::Ray: return Utility::contains( *this, *(Collision::Ray*)target );
case ICollideable::Plane: return Utility::contains( *this, *(Collision::Plane*)target );
case ICollideable::Triangle: return false; // TODO
default: return false;
}
}
ICollideable::State Plane::Advanced( const ICollideable *target ) const
{ return ICollideable::Missed; } //Not supported returns 0