Danbias/Code/OysterPhysics3D/Plane.cpp

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/////////////////////////////////////////////////////////////////////
// Created by Dan Andersson 2013
/////////////////////////////////////////////////////////////////////
#include "Plane.h"
#include "OysterCollision3D.h"
using namespace ::Oyster::Collision3D;
using namespace ::Oyster::Math;
Plane::Plane( ) : ICollideable(Type_plane)
{
this->normal = Float3::standard_unit_z;
this->phasing = 0.0f;
}
Plane::Plane( const Float3 &n, const Float &p ) : ICollideable(Type_plane)
{
this->normal = n;
this->phasing = p;
}
Plane::~Plane( ) {}
Plane & Plane::operator = ( const Plane &plane )
{
this->normal = plane.normal;
this->phasing = plane.phasing;
return *this;
}
::Utility::DynamicMemory::UniquePointer<ICollideable> Plane::Clone( ) const
{ return ::Utility::DynamicMemory::UniquePointer<ICollideable>( new Plane(*this) ); }
bool Plane::Intersects( const ICollideable &target ) const
{
switch( target.type )
{
case Type_universe: return true;
case Type_point: return Utility::Intersect( *this, *(Point*)&target );
case Type_ray: return Utility::Intersect( *this, *(Ray*)&target, ((Ray*)&target)->collisionDistance );
case Type_sphere: return Utility::Intersect( *this, *(Sphere*)&target );
case Type_plane: return Utility::Intersect( *this, *(Plane*)&target );
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// case Type_triangle: return false; // TODO:
case Type_box_axis_aligned: return Utility::Intersect( *(BoxAxisAligned*)&target, *this );
case Type_box: return Utility::Intersect( *(Box*)&target, *this );
case Type_frustrum: return false; // TODO:
case Type_line: return false; // TODO:
default: return false;
}
}
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bool Plane::Intersects( const ICollideable &target, ::Oyster::Math::Float3 &worldPointOfContact ) const
{
switch( target.type )
{
case Type_universe: return true;
case Type_point: return Utility::Intersect( *this, *(Point*)&target, worldPointOfContact );
case Type_ray: return Utility::Intersect( *this, *(Ray*)&target, ((Ray*)&target)->collisionDistance, worldPointOfContact );
case Type_sphere: return Utility::Intersect( *this, *(Sphere*)&target, worldPointOfContact );
case Type_plane: return Utility::Intersect( *(Plane*)&target, *this, worldPointOfContact );
// case Type_triangle: return false; // TODO:
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case Type_box_axis_aligned: return Utility::Intersect( *(BoxAxisAligned*)&target, *this, worldPointOfContact );
case Type_box: return Utility::Intersect( *(Box*)&target, *this, worldPointOfContact );
case Type_frustrum: return false; // TODO:
default: worldPointOfContact = NULL;
return false;
}
}
bool Plane::Contains( const ICollideable &target ) const
{
switch( target.type )
{
case Type_point: return Utility::Intersect( *this, *(Point*)&target );
case Type_ray: return Utility::Contains( *this, *(Ray*)&target );
case Type_plane: return Utility::Contains( *this, *(Plane*)&target );
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// case Type_triangle: return false; // TODO:
default: return false;
}
}