Fixed const problem
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5f305b7086
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61e1d20748
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@ -348,7 +348,7 @@ namespace Oyster { namespace Collision3D { namespace Utility
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bool Intersect( const Sphere &sphereA, const Sphere &sphereB, const ::Oyster::Math::Float3& worldPointOfContact )
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bool Intersect( const Sphere &sphereA, const Sphere &sphereB, const ::Oyster::Math::Float3& worldPointOfContact )
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{
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{
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//Ray sphereRay(sphereA, Float3(sphereB.center-sphereA.center).Normalize());
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Ray sphereRay(sphereA.center, Float3(sphereB.center-sphereA.center).Normalize());
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return false;
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return false;
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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, const ::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, const ::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, const ::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, const ::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, const ::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, const ::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, const ::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, const ::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, const ::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, const ::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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@ -50,7 +50,7 @@ bool Plane::Intersects( const ICollideable &target ) const
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}
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}
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}
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}
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bool Plane::Intersects( const ICollideable &target, const ::Oyster::Math::Float3 &worldPointOfContact ) const
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bool Plane::Intersects( const ICollideable &target, ::Oyster::Math::Float3 &worldPointOfContact ) const
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{
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{
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switch( target.type )
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switch( target.type )
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{
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{
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@ -29,7 +29,7 @@ namespace Oyster { namespace Collision3D
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virtual ::Utility::DynamicMemory::UniquePointer<ICollideable> Clone( ) const;
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virtual ::Utility::DynamicMemory::UniquePointer<ICollideable> Clone( ) const;
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bool Intersects( const ICollideable &target ) const;
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bool Intersects( const ICollideable &target ) const;
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bool Intersects( const ICollideable &target, const ::Oyster::Math::Float3 &worldPointOfContact ) const;
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bool Intersects( const ICollideable &target, ::Oyster::Math::Float3 &worldPointOfContact ) const;
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bool Contains( const ICollideable &target ) const;
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bool Contains( const ICollideable &target ) const;
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};
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};
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} }
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} }
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@ -48,14 +48,14 @@ bool Point::Intersects( const ICollideable &target ) const
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}
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}
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}
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}
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bool Point::Intersects( const ICollideable &target, const ::Oyster::Math::Float3 &worldPointOfContact ) const
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bool Point::Intersects( const ICollideable &target, ::Oyster::Math::Float3 &worldPointOfContact ) const
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{
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{
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switch( target.type )
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switch( target.type )
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{
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{
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case Type_universe: return true;
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case Type_universe: return true;
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case Type_point: return Utility::Intersect( *this, *(Point*)&target, worldPointOfContact );
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case Type_point: return Utility::Intersect( *this, *(Point*)&target, worldPointOfContact );
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case Type_ray: return Utility::Intersect( *this, *(Ray*)&target, ((Ray*)&target)->collisionDistance, worldPointOfContact );
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case Type_ray: return Utility::Intersect( *(Ray*)&target, *this, ((Ray*)&target)->collisionDistance, worldPointOfContact );
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case Type_sphere: return Utility::Intersect( *this, *(Sphere*)&target, 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 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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@ -28,7 +28,7 @@ namespace Oyster { namespace Collision3D
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virtual ::Utility::DynamicMemory::UniquePointer<ICollideable> Clone( ) const;
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virtual ::Utility::DynamicMemory::UniquePointer<ICollideable> Clone( ) const;
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bool Intersects( const ICollideable &target ) const;
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bool Intersects( const ICollideable &target ) const;
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bool Intersects( const ICollideable &target, const ::Oyster::Math::Float3 &worldPointOfContact ) const;
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bool Intersects( const ICollideable &target, ::Oyster::Math::Float3 &worldPointOfContact ) const;
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bool Contains( const ICollideable &target ) const;
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bool Contains( const ICollideable &target ) const;
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};
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};
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} }
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} }
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@ -55,20 +55,20 @@ bool Ray::Intersects( const ICollideable &target ) const
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}
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}
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}
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}
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bool Ray::Intersects( const ICollideable &target, const ::Oyster::Math::Float3 &worldPointOfContact ) const
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bool Ray::Intersects( const ICollideable &target, ::Oyster::Math::Float3 &worldPointOfContact ) const
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{
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{
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switch( target.type )
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switch( target.type )
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{
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{
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case Type_universe:
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case Type_universe:
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this->collisionDistance = 0.0f;
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this->collisionDistance = 0.0f;
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return true;
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return true;
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case Type_point: return Utility::Intersect( *this, *(Point*)&target, worldPointOfContact );
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case Type_point: return Utility::Intersect( *this, *(Point*)&target, this->collisionDistance, worldPointOfContact );
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case Type_ray: return Utility::Intersect( *this, *(Ray*)&target, ((Ray*)&target)->collisionDistance, worldPointOfContact );
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case Type_ray: return Utility::Intersect( *this, *(Ray*)&target, this->collisionDistance, ((Ray*)&target)->collisionDistance, worldPointOfContact );
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case Type_sphere: return Utility::Intersect( *this, *(Sphere*)&target, worldPointOfContact );
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case Type_sphere: return Utility::Intersect( *(Sphere*)&target, *this, this->collisionDistance, 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, this->collisionDistance, 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 Utility::Intersect( *(BoxAxisAligned*)&target, *this, worldPointOfContact );
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case Type_box_axis_aligned: return Utility::Intersect( *(BoxAxisAligned*)&target, *this, this->collisionDistance, worldPointOfContact );
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case Type_box: return Utility::Intersect( *(Box*)&target, *this, worldPointOfContact );
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case Type_box: return Utility::Intersect( *(Box*)&target, *this, this->collisionDistance, 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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@ -37,7 +37,7 @@ namespace Oyster { namespace Collision3D
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virtual ::Utility::DynamicMemory::UniquePointer<ICollideable> Clone( ) const;
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virtual ::Utility::DynamicMemory::UniquePointer<ICollideable> Clone( ) const;
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bool Intersects( const ICollideable &target ) const;
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bool Intersects( const ICollideable &target ) const;
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bool Intersects( const ICollideable &target, const ::Oyster::Math::Float3 &worldPointOfContact ) const;
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bool Intersects( const ICollideable &target, ::Oyster::Math::Float3 &worldPointOfContact ) const;
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bool Contains( const ICollideable &target ) const;
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bool Contains( const ICollideable &target ) const;
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};
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};
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} }
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} }
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@ -45,7 +45,7 @@ bool Sphere::Intersects( const ICollideable &target ) const
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}
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}
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}
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}
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bool Sphere::Intersects( const ICollideable &target, const ::Oyster::Math::Float3 &worldPointOfContact ) const
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bool Sphere::Intersects( const ICollideable &target, ::Oyster::Math::Float3 &worldPointOfContact ) const
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{
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{
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switch( target.type )
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switch( target.type )
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{
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{
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@ -28,7 +28,7 @@ namespace Oyster { namespace Collision3D
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virtual ::Utility::DynamicMemory::UniquePointer<ICollideable> Clone( ) const;
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virtual ::Utility::DynamicMemory::UniquePointer<ICollideable> Clone( ) const;
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bool Intersects( const ICollideable &target ) const;
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bool Intersects( const ICollideable &target ) const;
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bool Intersects( const ICollideable &target, const ::Oyster::Math::Float3 &worldPointOfContact ) const;
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bool Intersects( const ICollideable &target, ::Oyster::Math::Float3 &worldPointOfContact ) const;
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bool Contains( const ICollideable &target ) const;
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bool Contains( const ICollideable &target ) const;
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};
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};
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} }
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} }
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