Added more collision subs
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d8b323e230
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4858f573e6
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@ -251,6 +251,7 @@ namespace Oyster { namespace Collision3D { namespace Utility
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bool Intersect( const Point &pointA, const Point &pointB, ::Oyster::Math::Float3& worldPointOfContact )
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bool Intersect( const Point &pointA, const Point &pointB, ::Oyster::Math::Float3& worldPointOfContact )
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{
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{
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//! @todo TODO: implement Stub
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return false;
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return false;
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}
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}
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@ -286,6 +287,7 @@ namespace Oyster { namespace Collision3D { namespace Utility
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bool Intersect( const Ray &ray, const Point &point, ::Oyster::Math::Float &connectDistance, ::Oyster::Math::Float3& worldPointOfContact )
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bool Intersect( const Ray &ray, const Point &point, ::Oyster::Math::Float &connectDistance, ::Oyster::Math::Float3& worldPointOfContact )
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{
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{
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//! @todo TODO: implement Stub
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return false;
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return false;
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}
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}
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@ -338,11 +340,13 @@ namespace Oyster { namespace Collision3D { namespace Utility
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bool Intersect( const Sphere &sphere, const Point &point, ::Oyster::Math::Float3& worldPointOfContact )
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bool Intersect( const Sphere &sphere, const Point &point, ::Oyster::Math::Float3& worldPointOfContact )
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{
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{
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//! @todo TODO: implement Stub
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return false;
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return false;
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}
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}
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bool Intersect( const Sphere &sphere, const Ray &ray, ::Oyster::Math::Float &connectDistance, ::Oyster::Math::Float3& worldPointOfContact )
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bool Intersect( const Sphere &sphere, const Ray &ray, ::Oyster::Math::Float &connectDistance, ::Oyster::Math::Float3& worldPointOfContact )
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{
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{
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//! @todo TODO: implement Stub
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return false;
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return false;
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}
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}
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@ -411,21 +415,25 @@ namespace Oyster { namespace Collision3D { namespace Utility
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bool Intersect( const Plane &plane, const Point &point, const ::Oyster::Math::Float3& worldPointOfContact )
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bool Intersect( const Plane &plane, const Point &point, const ::Oyster::Math::Float3& worldPointOfContact )
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{
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{
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//! @todo TODO: implement Stub
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return false;
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return false;
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}
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}
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bool Intersect( const Plane &plane, const Ray &ray, ::Oyster::Math::Float &connectDistance, const ::Oyster::Math::Float3& worldPointOfContact )
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bool Intersect( const Plane &plane, const Ray &ray, ::Oyster::Math::Float &connectDistance, const ::Oyster::Math::Float3& worldPointOfContact )
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{
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{
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//! @todo TODO: implement Stub
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return false;
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return false;
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}
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}
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bool Intersect( const Plane &plane, const Sphere &sphere, const ::Oyster::Math::Float3& worldPointOfContact )
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bool Intersect( const Plane &plane, const Sphere &sphere, const ::Oyster::Math::Float3& worldPointOfContact )
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{
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{
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//! @todo TODO: implement Stub
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return false;
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return false;
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}
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}
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bool Intersect( const Plane &planeA, const Plane &planeB, const ::Oyster::Math::Float3& worldPointOfContact )
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bool Intersect( const Plane &planeA, const Plane &planeB, const ::Oyster::Math::Float3& worldPointOfContact )
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{
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{
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//! @todo TODO: implement Stub
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return false;
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return false;
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}
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}
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@ -440,6 +448,16 @@ namespace Oyster { namespace Collision3D { namespace Utility
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return true;
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return true;
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}
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}
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bool Intersect( const BoxAxisAligned &box, const Point &point, Float3 &worldPointOfContact )
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{ // by Dan Andersson
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if( Intersect(box, point) )
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{
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worldPointOfContact = point.center;
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return true;
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}
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return false;
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}
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bool Intersect( const BoxAxisAligned &box, const Ray &ray, Float &connectDistance )
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bool Intersect( const BoxAxisAligned &box, const Ray &ray, Float &connectDistance )
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{ // by Dan Andersson
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{ // by Dan Andersson
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Float tMin = ::std::numeric_limits<Float>::max(),
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Float tMin = ::std::numeric_limits<Float>::max(),
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@ -456,6 +474,16 @@ namespace Oyster { namespace Collision3D { namespace Utility
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return true;
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return true;
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}
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}
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bool Intersect( const BoxAxisAligned &box, const Ray &ray, Float &connectDistance, Float3 &worldPointOfContact )
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{ // by Dan Andersson
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if( Intersect(box, ray, connectDistance) )
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{
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worldPointOfContact = ray.origin + ray.direction * connectDistance;
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return true;
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}
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return false;
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}
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bool Intersect( const BoxAxisAligned &box, const Sphere &sphere )
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bool Intersect( const BoxAxisAligned &box, const Sphere &sphere )
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{ // by Dan Andersson
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{ // by Dan Andersson
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Float4 e = Max( Float4(box.minVertex - sphere.center, 0.0f), Float4::null );
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Float4 e = Max( Float4(box.minVertex - sphere.center, 0.0f), Float4::null );
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@ -465,6 +493,12 @@ namespace Oyster { namespace Collision3D { namespace Utility
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return true;
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return true;
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}
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}
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bool Intersect( const BoxAxisAligned &box, const Sphere &sphere, Float3 &worldPointOfContact )
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{
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//! @todo TODO: implement stub
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return Intersect( box, sphere );
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}
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bool Intersect( const BoxAxisAligned &box, const Plane &plane )
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bool Intersect( const BoxAxisAligned &box, const Plane &plane )
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{ // by Dan Andersson
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{ // by Dan Andersson
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Float e, d;
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Float e, d;
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@ -474,6 +508,12 @@ namespace Oyster { namespace Collision3D { namespace Utility
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return true;
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return true;
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}
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}
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bool Intersect( const BoxAxisAligned &box, const Plane &plane, Float3 &worldPointOfContact )
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{
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//! @todo TODO: implement stub
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return Intersect( box, plane );
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}
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// bool Intersect( const BoxAxisAligned &box, const Triangle &triangle )
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// bool Intersect( const BoxAxisAligned &box, const Triangle &triangle )
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// { return false; /* TODO: */ }
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// { return false; /* TODO: */ }
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@ -507,6 +547,16 @@ namespace Oyster { namespace Collision3D { namespace Utility
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return true;
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return true;
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}
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}
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bool Intersect( const Box &box, const Point &point, Float3 &worldPointOfContact )
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{ // by Dan Andersson
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if( Intersect(box, point) )
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{
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worldPointOfContact = point.center;
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return true;
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}
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return false;
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}
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bool Intersect( const Box &box, const Ray &ray, Float &connectDistance )
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bool Intersect( const Box &box, const Ray &ray, Float &connectDistance )
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{ // by Dan Andersson
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{ // by Dan Andersson
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Float tMin = ::std::numeric_limits<Float>::max(),
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Float tMin = ::std::numeric_limits<Float>::max(),
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@ -522,6 +572,16 @@ namespace Oyster { namespace Collision3D { namespace Utility
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return true;
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return true;
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}
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}
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bool Intersect( const Box &box, const Ray &ray, Float &connectDistance, Float3 &worldPointOfContact )
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{ // by Dan Andersson
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if( Intersect(box, ray, connectDistance) )
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{
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worldPointOfContact = ray.origin + ray.direction * connectDistance;
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return true;
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}
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return false;
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}
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bool Intersect( const Box &box, const Sphere &sphere )
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bool Intersect( const Box &box, const Sphere &sphere )
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{ // by Dan Andersson
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{ // by Dan Andersson
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// center: sphere's center in the box's view space
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// center: sphere's center in the box's view space
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@ -534,6 +594,12 @@ namespace Oyster { namespace Collision3D { namespace Utility
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return true;
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return true;
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}
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}
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bool Intersect( const Box &box, const Sphere &sphere, Float3 &worldPointOfContact )
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{
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//! @todo TODO: implement stub
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return Intersect( box, sphere );
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}
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bool Intersect( const Box &box, const Plane &plane )
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bool Intersect( const Box &box, const Plane &plane )
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{// by Dan Andersson
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{// by Dan Andersson
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Float e, d;
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Float e, d;
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@ -543,6 +609,12 @@ namespace Oyster { namespace Collision3D { namespace Utility
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return true;
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return true;
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}
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}
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bool Intersect( const Box &box, const Plane &plane, Float3 &worldPointOfContact )
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{
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//! @todo TODO: implement stub
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return Intersect( box, plane );
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}
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bool Intersect( const Box &boxA, const BoxAxisAligned &boxB )
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bool Intersect( const Box &boxA, const BoxAxisAligned &boxB )
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{ // by Dan Andersson
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{ // by Dan Andersson
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Float3 alignedOffsetBoundaries = (boxB.maxVertex - boxB.minVertex) * 0.5f,
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Float3 alignedOffsetBoundaries = (boxB.maxVertex - boxB.minVertex) * 0.5f,
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@ -25,28 +25,28 @@ namespace Oyster { namespace Collision3D { namespace Utility
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void Compare( ::Oyster::Math::Float &connectOffset, const Plane &plane, const Point &point );
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void Compare( ::Oyster::Math::Float &connectOffset, const Plane &plane, const Point &point );
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bool Intersect( const Point &pointA, const Point &pointB );
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bool Intersect( const Point &pointA, const Point &pointB );
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bool Intersect( const Point &pointA, const Point &pointB, ::Oyster::Math::Float3& worldPointOfContact );
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bool Intersect( const Point &pointA, const Point &pointB, ::Oyster::Math::Float3 &worldPointOfContact );
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bool Intersect( const Ray &ray, const Point &point, ::Oyster::Math::Float &connectDistance );
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bool Intersect( const Ray &ray, const Point &point, ::Oyster::Math::Float &connectDistance );
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bool Intersect( const Ray &rayA, const Ray &rayB, ::Oyster::Math::Float &connectDistanceA, ::Oyster::Math::Float &connectDistanceB );
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bool Intersect( const Ray &rayA, const Ray &rayB, ::Oyster::Math::Float &connectDistanceA, ::Oyster::Math::Float &connectDistanceB );
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bool Intersect( const Ray &ray, const Point &point, ::Oyster::Math::Float &connectDistance, ::Oyster::Math::Float3& worldPointOfContact );
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bool Intersect( const Ray &ray, const Point &point, ::Oyster::Math::Float &connectDistance, ::Oyster::Math::Float3 &worldPointOfContact );
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bool Intersect( const Ray &rayA, const Ray &rayB, ::Oyster::Math::Float &connectDistanceA, ::Oyster::Math::Float &connectDistanceB, ::Oyster::Math::Float3& worldPointOfContact );
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bool Intersect( const Ray &rayA, const Ray &rayB, ::Oyster::Math::Float &connectDistanceA, ::Oyster::Math::Float &connectDistanceB, ::Oyster::Math::Float3 &worldPointOfContact );
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bool Intersect( const Sphere &sphere, const Point &point );
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bool Intersect( const Sphere &sphere, const Point &point );
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bool Intersect( const Sphere &sphere, const Ray &ray, ::Oyster::Math::Float &connectDistance );
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bool Intersect( const Sphere &sphere, const Ray &ray, ::Oyster::Math::Float &connectDistance );
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bool Intersect( const Sphere &sphereA, const Sphere &sphereB );
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bool Intersect( const Sphere &sphereA, const Sphere &sphereB );
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bool Intersect( const Sphere &sphere, const Point &point, ::Oyster::Math::Float3& worldPointOfContact );
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bool Intersect( const Sphere &sphere, const Point &point, ::Oyster::Math::Float3 &worldPointOfContact );
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bool Intersect( const Sphere &sphere, const Ray &ray, ::Oyster::Math::Float &connectDistance, ::Oyster::Math::Float3& worldPointOfContact );
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bool Intersect( const Sphere &sphere, const Ray &ray, ::Oyster::Math::Float &connectDistance, ::Oyster::Math::Float3 &worldPointOfContact );
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bool Intersect( const Sphere &sphereA, const Sphere &sphereB, ::Oyster::Math::Float3& worldPointOfContact );
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bool Intersect( const Sphere &sphereA, const Sphere &sphereB, ::Oyster::Math::Float3 &worldPointOfContact );
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bool Intersect( const Plane &plane, const Point &point );
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bool Intersect( const Plane &plane, const Point &point );
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bool Intersect( const Plane &plane, const Ray &ray, ::Oyster::Math::Float &connectDistance );
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bool Intersect( const Plane &plane, const Ray &ray, ::Oyster::Math::Float &connectDistance );
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bool Intersect( const Plane &plane, const Sphere &sphere );
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bool Intersect( const Plane &plane, const Sphere &sphere );
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bool Intersect( const Plane &planeA, const Plane &planeB );
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bool Intersect( const Plane &planeA, const Plane &planeB );
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bool Intersect( const Plane &plane, const Point &point, ::Oyster::Math::Float3& worldPointOfContact );
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bool Intersect( const Plane &plane, const Point &point, ::Oyster::Math::Float3 &worldPointOfContact );
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bool Intersect( const Plane &plane, const Ray &ray, ::Oyster::Math::Float &connectDistance, ::Oyster::Math::Float3& worldPointOfContact );
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bool Intersect( const Plane &plane, const Ray &ray, ::Oyster::Math::Float &connectDistance, ::Oyster::Math::Float3 &worldPointOfContact );
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bool Intersect( const Plane &plane, const Sphere &sphere, ::Oyster::Math::Float3& worldPointOfContact );
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bool Intersect( const Plane &plane, const Sphere &sphere, ::Oyster::Math::Float3 &worldPointOfContact );
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bool Intersect( const Plane &planeA, const Plane &planeB, ::Oyster::Math::Float3& worldPointOfContact );
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bool Intersect( const Plane &planeA, const Plane &planeB, ::Oyster::Math::Float3 &worldPointOfContact );
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// bool Intersect( const Triangle &triangle, const Point &point, ? );
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// bool Intersect( const Triangle &triangle, const Point &point, ? );
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// bool Intersect( const Triangle &triangle, const Ray &ray, ? );
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// bool Intersect( const Triangle &triangle, const Ray &ray, ? );
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// bool Intersect( const Triangle &triangleA, const Triangle &triangleB, ? );
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// bool Intersect( const Triangle &triangleA, const Triangle &triangleB, ? );
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bool Intersect( const BoxAxisAligned &box, const Point &point );
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bool Intersect( const BoxAxisAligned &box, const Point &point );
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bool Intersect( const BoxAxisAligned &box, const Point &point, ::Oyster::Math::Float3 &worldPointOfContact );
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bool Intersect( const BoxAxisAligned &box, const Ray &ray, ::Oyster::Math::Float &connectDistance );
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bool Intersect( const BoxAxisAligned &box, const Ray &ray, ::Oyster::Math::Float &connectDistance );
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bool Intersect( const BoxAxisAligned &box, const Ray &ray, ::Oyster::Math::Float &connectDistance, ::Oyster::Math::Float3 &worldPointOfContact );
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bool Intersect( const BoxAxisAligned &box, const Sphere &sphere );
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bool Intersect( const BoxAxisAligned &box, const Sphere &sphere );
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bool Intersect( const BoxAxisAligned &box, const Sphere &sphere, ::Oyster::Math::Float3 &worldPointOfContact );
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bool Intersect( const BoxAxisAligned &box, const Plane &plane );
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bool Intersect( const BoxAxisAligned &box, const Plane &plane );
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bool Intersect( const BoxAxisAligned &box, const Plane &plane, ::Oyster::Math::Float3 &worldPointOfContact );
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// bool Intersect( const BoxAxisAligned &box, const Triangle &triangle );
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// bool Intersect( const BoxAxisAligned &box, const Triangle &triangle );
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bool Intersect( const BoxAxisAligned &boxA, const BoxAxisAligned &boxB );
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bool Intersect( const BoxAxisAligned &boxA, const BoxAxisAligned &boxB );
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bool Intersect( const Box &box, const Point &point );
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bool Intersect( const Box &box, const Point &point );
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bool Intersect( const Box &box, const Point &point, ::Oyster::Math::Float3 &worldPointOfContact );
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bool Intersect( const Box &box, const Ray &ray, ::Oyster::Math::Float &connectDistance );
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bool Intersect( const Box &box, const Ray &ray, ::Oyster::Math::Float &connectDistance );
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bool Intersect( const Box &box, const Ray &ray, ::Oyster::Math::Float &connectDistance, ::Oyster::Math::Float3 &worldPointOfContact );
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bool Intersect( const Box &box, const Sphere &sphere );
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bool Intersect( const Box &box, const Sphere &sphere );
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bool Intersect( const Box &box, const Sphere &sphere, ::Oyster::Math::Float3 &worldPointOfContact );
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bool Intersect( const Box &box, const Plane &plane );
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bool Intersect( const Box &box, const Plane &plane );
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bool Intersect( const Box &box, const Plane &plane, ::Oyster::Math::Float3 &worldPointOfContact );
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// bool Intersect( const Box &box, const Triangle &triangle, ? );
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// bool Intersect( const Box &box, const Triangle &triangle, ? );
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bool Intersect( const Box &boxA, const BoxAxisAligned &boxB );
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bool Intersect( const Box &boxA, const BoxAxisAligned &boxB );
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bool Intersect( const Box &boxA, const Box &boxB );
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bool Intersect( const Box &boxA, const Box &boxB );
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@ -60,8 +60,8 @@ bool Plane::Intersects( const ICollideable &target, ::Oyster::Math::Float3 &worl
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case Type_sphere: return Utility::Intersect( *this, *(Sphere*)&target, worldPointOfContact );
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case Type_sphere: return Utility::Intersect( *this, *(Sphere*)&target, worldPointOfContact );
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case Type_plane: return Utility::Intersect( *(Plane*)&target, *this, worldPointOfContact );
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case Type_plane: return Utility::Intersect( *(Plane*)&target, *this, worldPointOfContact );
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// case Type_triangle: return false; // TODO:
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// case Type_triangle: return false; // TODO:
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case Type_box_axis_aligned: return false; // return Utility::Intersect( *(BoxAxisAligned*)&target, *this, worldPointOfContact );
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case Type_box_axis_aligned: return Utility::Intersect( *(BoxAxisAligned*)&target, *this, worldPointOfContact );
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case Type_box: return false; // return Utility::Intersect( *(Box*)&target, *this, worldPointOfContact );
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case Type_box: return Utility::Intersect( *(Box*)&target, *this, worldPointOfContact );
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case Type_frustrum: return false; // TODO:
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case Type_frustrum: return false; // TODO:
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default: worldPointOfContact = NULL;
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default: worldPointOfContact = NULL;
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return false;
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return false;
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@ -58,8 +58,8 @@ bool Point::Intersects( const ICollideable &target, ::Oyster::Math::Float3 &worl
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case Type_sphere: return Utility::Intersect( *(Sphere*)&target, *this, worldPointOfContact );
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case Type_sphere: return Utility::Intersect( *(Sphere*)&target, *this, worldPointOfContact );
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//case Type_plane: return Utility::Intersect( *(Plane*)&target, *this, worldPointOfContact );
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//case Type_plane: return Utility::Intersect( *(Plane*)&target, *this, worldPointOfContact );
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// case Type_triangle: return false; // TODO:
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// case Type_triangle: return false; // TODO:
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case Type_box_axis_aligned: return false; // return Utility::Intersect( *(BoxAxisAligned*)&target, *this, worldPointOfContact );
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case Type_box_axis_aligned: return Utility::Intersect( *(BoxAxisAligned*)&target, *this, worldPointOfContact );
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case Type_box: return false; // return Utility::Intersect( *(Box*)&target, *this, worldPointOfContact );
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case Type_box: return Utility::Intersect( *(Box*)&target, *this, worldPointOfContact );
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||||||
case Type_frustrum: return false; // TODO:
|
case Type_frustrum: return false; // TODO:
|
||||||
default: worldPointOfContact = NULL;
|
default: worldPointOfContact = NULL;
|
||||||
return false;
|
return false;
|
||||||
|
|
|
@ -67,8 +67,8 @@ bool Ray::Intersects( const ICollideable &target, ::Oyster::Math::Float3 &worldP
|
||||||
case Type_sphere: return Utility::Intersect( *(Sphere*)&target, *this, this->collisionDistance, worldPointOfContact );
|
case Type_sphere: return Utility::Intersect( *(Sphere*)&target, *this, this->collisionDistance, worldPointOfContact );
|
||||||
case Type_plane: return Utility::Intersect( *(Plane*)&target, *this, this->collisionDistance, worldPointOfContact );
|
case Type_plane: return Utility::Intersect( *(Plane*)&target, *this, this->collisionDistance, worldPointOfContact );
|
||||||
// case Type_triangle: return false; // TODO:
|
// case Type_triangle: return false; // TODO:
|
||||||
case Type_box_axis_aligned: return false; // return Utility::Intersect( *(BoxAxisAligned*)&target, *this, this->collisionDistance, worldPointOfContact );
|
case Type_box_axis_aligned: return Utility::Intersect( *(BoxAxisAligned*)&target, *this, this->collisionDistance, worldPointOfContact );
|
||||||
case Type_box: return false; // return Utility::Intersect( *(Box*)&target, *this, this->collisionDistance, worldPointOfContact );
|
case Type_box: return Utility::Intersect( *(Box*)&target, *this, this->collisionDistance, worldPointOfContact );
|
||||||
case Type_frustrum: return false; // TODO:
|
case Type_frustrum: return false; // TODO:
|
||||||
default: worldPointOfContact = NULL;
|
default: worldPointOfContact = NULL;
|
||||||
return false;
|
return false;
|
||||||
|
|
|
@ -55,8 +55,8 @@ bool Sphere::Intersects( const ICollideable &target, ::Oyster::Math::Float3 &wor
|
||||||
case Type_sphere: return Utility::Intersect( *this, *(Sphere*)&target, worldPointOfContact );
|
case Type_sphere: return Utility::Intersect( *this, *(Sphere*)&target, worldPointOfContact );
|
||||||
//case Type_plane: return Utility::Intersect( *(Plane*)&target, *this, worldPointOfContact );
|
//case Type_plane: return Utility::Intersect( *(Plane*)&target, *this, worldPointOfContact );
|
||||||
// case Type_triangle: return false; // TODO:
|
// case Type_triangle: return false; // TODO:
|
||||||
case Type_box_axis_aligned: return false; // return Utility::Intersect( *(BoxAxisAligned*)&target, *this, worldPointOfContact );
|
case Type_box_axis_aligned: return Utility::Intersect( *(BoxAxisAligned*)&target, *this, worldPointOfContact );
|
||||||
case Type_box: return false; // return Utility::Intersect( *(Box*)&target, *this, worldPointOfContact );
|
case Type_box: return Utility::Intersect( *(Box*)&target, *this, worldPointOfContact );
|
||||||
case Type_frustrum: return false; // TODO:
|
case Type_frustrum: return false; // TODO:
|
||||||
default: worldPointOfContact = Float3::null;
|
default: worldPointOfContact = Float3::null;
|
||||||
return false;
|
return false;
|
||||||
|
|
Loading…
Reference in New Issue