Danbias/Code/Physics/OysterPhysics3D/Point.cpp

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/////////////////////////////////////////////////////////////////////
// Created by Dan Andersson 2013
/////////////////////////////////////////////////////////////////////
#include "Point.h"
#include "OysterCollision3D.h"
using namespace ::Oyster::Collision3D;
using namespace ::Oyster::Math3D;
Point::Point( ) : ICollideable(Type_point)
{
this->center = Float4::standard_unit_w;
}
Point::Point( const Float3 &pos ) : ICollideable(Type_point)
{
this->center = Float4( pos, 1.0f );
}
Point::Point( const Float4 &pos ) : ICollideable(Type_point)
{
this->center = pos;
}
Point::~Point( ) {}
Point & Point::operator = ( const Point &point )
{
this->center = point.center;
return *this;
}
::Utility::DynamicMemory::UniquePointer<ICollideable> Point::Clone( ) const
{
return ::Utility::DynamicMemory::UniquePointer<ICollideable>( new Point(*this) );
}
bool Point::Intersects( const ICollideable &target ) const
{
switch( target.type )
{
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case Type_universe: return true;
case Type_point: return Utility::Intersect( *this, (const Point&)target );
case Type_ray: return Utility::Intersect( (const Ray&)target, *this, ((const Ray&)target).collisionDistance );
case Type_sphere: return Utility::Intersect( (const Sphere&)target, *this );
case Type_plane: return Utility::Intersect( (const Plane&)target, *this );
//case Type_triangle: return false; // TODO:
case Type_box_axis_aligned: return Utility::Intersect( (const BoxAxisAligned&)target, *this );
case Type_box: return Utility::Intersect( (const Box&)target, *this );
//case Type_frustrum: return false; // TODO:
default: return false;
}
}
bool Point::Intersects( const ICollideable &target, Float4 &worldPointOfContact ) const
{
switch( target.type )
{
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case Type_universe:
worldPointOfContact = this->center;
return true;
case Type_point: return Utility::Intersect( *this, (const Point&)target, worldPointOfContact );
case Type_ray: return Utility::Intersect( (const Ray&)target, *this, ((const Ray&)target).collisionDistance, worldPointOfContact );
case Type_sphere: return Utility::Intersect( (const Sphere&)target, *this, worldPointOfContact );
case Type_plane: return Utility::Intersect( (const Plane&)target, *this, worldPointOfContact );
//case Type_triangle: return false; // TODO:
case Type_box_axis_aligned: return Utility::Intersect( (const BoxAxisAligned&)target, *this, worldPointOfContact );
case Type_box: return Utility::Intersect( (const Box&)target, *this, worldPointOfContact );
case Type_frustrum: return false; // TODO:
default:
worldPointOfContact = Float3::null;
return false;
}
}
bool Point::Contains( const ICollideable &target ) const
{
switch( target.type )
{
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case Type_point: return Utility::Intersect( *this, (const Point&)target );
default: return false;
}
}
Float Point::TimeOfContact( const ICollideable &deuterStart, const ICollideable &deuterEnd ) const
{
if( deuterStart.type != deuterEnd.type )
return -1.0f;
switch( deuterStart.type )
{ // TODO: more to implement
case Type_sphere: return Utility::TimeOfContact( (const Sphere&)deuterStart, (const Sphere&)deuterEnd, *this );
case Type_box: return Utility::TimeOfContact( (const Box&)deuterStart, (const Box&)deuterEnd, *this );
case Type_universe: return 0.0f;
default: return 1.0f;
}
}