2013-11-06 22:52:00 +01:00
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/////////////////////////////////////////////////////////////////////
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// Created by Dan Andersson 2013
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/////////////////////////////////////////////////////////////////////
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#include "Ray.h"
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2013-11-12 12:33:52 +01:00
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#include "OysterCollision3D.h"
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2013-11-06 22:52:00 +01:00
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2013-11-10 02:27:16 +01:00
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using namespace ::Oyster::Collision3D;
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using namespace ::Oyster::Math3D;
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2013-11-06 22:52:00 +01:00
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2013-11-27 15:20:29 +01:00
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Ray::Ray( ) : ICollideable(Type_ray)
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{
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2013-12-18 08:57:27 +01:00
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this->origin = Float4::standard_unit_w;
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this->direction = Float4::standard_unit_z;
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2013-11-27 15:20:29 +01:00
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this->collisionDistance = 0.0f;
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}
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2013-12-18 08:57:27 +01:00
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Ray::Ray( const Float3 &o, const Float3 &d ) : ICollideable(Type_ray)
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2013-11-27 15:20:29 +01:00
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{
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2013-12-18 08:57:27 +01:00
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this->origin = Float4( o, 1.0f );
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this->direction = Float4( d, 0.0f );
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2013-11-27 15:20:29 +01:00
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this->collisionDistance = 0.0f;
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}
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2013-12-18 09:25:04 +01:00
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Ray::Ray( const Float4 &o, const Float4 &d ) : ICollideable(Type_ray)
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{
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this->origin = o;
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this->direction = d;
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this->collisionDistance = 0.0f;
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}
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2013-11-10 02:27:16 +01:00
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Ray::~Ray( ) {}
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2013-11-06 22:52:00 +01:00
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Ray & Ray::operator = ( const Ray &ray )
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{
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this->origin = ray.origin;
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this->direction = ray.direction;
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return *this;
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}
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2013-11-13 14:50:08 +01:00
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::Utility::DynamicMemory::UniquePointer<ICollideable> Ray::Clone( ) const
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2013-11-27 15:20:29 +01:00
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{
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return ::Utility::DynamicMemory::UniquePointer<ICollideable>( new Ray(*this) );
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}
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2013-11-06 22:52:00 +01:00
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2013-11-25 14:22:38 +01:00
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bool Ray::Intersects( const ICollideable &target ) const
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2013-11-06 22:52:00 +01:00
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{
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2013-11-25 14:22:38 +01:00
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switch( target.type )
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2013-11-06 22:52:00 +01:00
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{
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2013-11-10 02:27:16 +01:00
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case Type_universe:
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this->collisionDistance = 0.0f;
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return true;
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2013-12-17 14:14:54 +01:00
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case Type_point: return Utility::Intersect( *this, (const Point&)target, this->collisionDistance );
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case Type_ray: return Utility::Intersect( *this, (const Ray&)target, this->collisionDistance, ((const Ray&)target).collisionDistance );
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case Type_sphere: return Utility::Intersect( (const Sphere&)target, *this, this->collisionDistance );
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case Type_plane: return Utility::Intersect( (const Plane&)target, *this, this->collisionDistance );
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2013-12-18 08:57:27 +01:00
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//case Type_triangle: return false; // TODO:
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2013-12-17 14:14:54 +01:00
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case Type_box_axis_aligned: return Utility::Intersect( (const BoxAxisAligned&)target, *this, this->collisionDistance );
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case Type_box: return Utility::Intersect( (const Box&)target, *this, this->collisionDistance );
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2013-12-18 08:57:27 +01:00
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//case Type_frustrum: return false; // TODO:
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2013-12-17 14:14:54 +01:00
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default: return false;
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2013-11-06 22:52:00 +01:00
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}
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}
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2013-12-18 08:57:27 +01:00
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bool Ray::Intersects( const ICollideable &target, Float4 &worldPointOfContact ) const
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2013-12-16 09:38:04 +01:00
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{
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switch( target.type )
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{
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case Type_universe:
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this->collisionDistance = 0.0f;
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2013-12-17 14:14:54 +01:00
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worldPointOfContact = this->origin;
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2013-12-16 09:38:04 +01:00
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return true;
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2013-12-17 14:14:54 +01:00
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case Type_point: return Utility::Intersect( *this, (const Point&)target, this->collisionDistance, worldPointOfContact );
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case Type_ray: return Utility::Intersect( *this, (const Ray&)target, this->collisionDistance, ((const Ray&)target).collisionDistance, worldPointOfContact );
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case Type_sphere: return Utility::Intersect( (const Sphere&)target, *this, this->collisionDistance, worldPointOfContact );
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case Type_plane: return Utility::Intersect( (const Plane&)target, *this, this->collisionDistance, worldPointOfContact );
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//case Type_triangle: return false; // TODO:
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case Type_box_axis_aligned: return Utility::Intersect( (const BoxAxisAligned&)target, *this, this->collisionDistance, worldPointOfContact );
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case Type_box: return Utility::Intersect( (const Box&)target, *this, this->collisionDistance, worldPointOfContact );
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//case Type_frustrum: return false; // TODO:
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default:
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worldPointOfContact = Float3::null;
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2013-12-16 09:38:04 +01:00
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return false;
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}
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}
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2013-11-25 14:22:38 +01:00
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bool Ray::Contains( const ICollideable &target ) const
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2013-11-06 22:52:00 +01:00
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{
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2013-11-25 14:22:38 +01:00
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switch( target.type )
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2013-11-06 22:52:00 +01:00
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{
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2013-12-17 14:14:54 +01:00
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case Type_point: return Utility::Intersect( *this, (const Point&)target, this->collisionDistance );
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case Type_ray: return Utility::Contains( *this, (const Ray&)target );
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default: return false;
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2013-11-06 22:52:00 +01:00
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}
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2014-02-03 15:48:42 +01:00
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}
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Float Ray::TimeOfContact( const ICollideable &deuterStart, const ICollideable &deuterEnd ) const
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{
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if( deuterStart.type != deuterEnd.type )
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return -1.0f;
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switch( deuterStart.type )
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{ // TODO: more to implement
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case Type_universe: return 0.0f;
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default: return 1.0f;
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}
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2013-11-10 02:27:16 +01:00
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}
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