Extractable collision point for SphereVSSphere
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@ -249,7 +249,7 @@ namespace Oyster { namespace Collision3D { namespace Utility
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return true; // Passed all tests, is in same position
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}
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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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{
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return false;
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}
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@ -284,12 +284,12 @@ namespace Oyster { namespace Collision3D { namespace Utility
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return false;
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}
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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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{
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return false;
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}
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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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{
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return false;
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}
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@ -336,20 +336,32 @@ namespace Oyster { namespace Collision3D { namespace Utility
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return false;
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}
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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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{
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return false;
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}
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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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{
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return false;
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}
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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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{
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Ray sphereRay(sphereA.center, Float3(sphereB.center-sphereA.center).Normalize());
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//Float3 C = sphereA.center;
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//C -= sphereB.center;
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//Float r = (sphereA.radius + sphereB.radius);
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//if (r*r >= C.Dot(C))
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//{
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// Float distance;
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// Intersect(sphereA, Ray(sphereB.center, C.Normalize()), distance);
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// worldPointOfContact = sphereB.center+C.Normalize()*distance;
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// return true; // Intersect detected!
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//}
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return false;
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}
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@ -56,7 +56,7 @@ bool Point::Intersects( const ICollideable &target, ::Oyster::Math::Float3 &worl
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case Type_point: return Utility::Intersect( *this, *(Point*)&target, 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( *(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_box_axis_aligned: return false; // 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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@ -53,7 +53,7 @@ bool Sphere::Intersects( const ICollideable &target, ::Oyster::Math::Float3 &wor
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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_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_box_axis_aligned: return false; // 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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