Stub response to new ICollideAble method

Stubbed: Box, BoxAxisAligned, Frustrum
Fully implemented: Line & Universe
This commit is contained in:
Dander7BD 2013-12-16 09:36:41 +01:00
parent da996a5deb
commit de0078265c
11 changed files with 90 additions and 4 deletions

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@ -54,6 +54,12 @@ bool Box::Intersects( const ICollideable &target ) const
}
}
bool Box::Intersects( const ICollideable &target, Float3 &worldPointOfContact ) const
{
//! @todo TODO: implement stub properly
return this->Intersects( target );
}
bool Box::Contains( const ICollideable &target ) const
{
switch( target.type )

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@ -34,6 +34,7 @@ namespace Oyster { namespace Collision3D
virtual ::Utility::DynamicMemory::UniquePointer<ICollideable> Clone( ) const;
bool Intersects( const ICollideable &target ) const;
bool Intersects( const ICollideable &target, ::Oyster::Math::Float3 &worldPointOfContact ) const;
bool Contains( const ICollideable &target ) const;
};
} }

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@ -57,6 +57,12 @@ bool BoxAxisAligned::Intersects( const ICollideable &target ) const
}
}
bool BoxAxisAligned::Intersects( const ICollideable &target, Float3 &worldPointOfContact ) const
{
//! @todo TODO: implement stub properly
return this->Intersects( target );
}
bool BoxAxisAligned::Contains( const ICollideable &target ) const
{
switch( target.type )

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@ -29,6 +29,7 @@ namespace Oyster { namespace Collision3D
virtual ::Utility::DynamicMemory::UniquePointer<ICollideable> Clone( ) const;
bool Intersects( const ICollideable &target ) const;
bool Intersects( const ICollideable &target, ::Oyster::Math::Float3 &worldPointOfContact ) const;
bool Contains( const ICollideable &target ) const;
};
} }

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@ -5,8 +5,8 @@
#include "Frustrum.h"
#include "OysterCollision3D.h"
using namespace Oyster::Math;
using namespace Oyster::Collision3D;
using namespace ::Oyster::Math;
using namespace ::Oyster::Collision3D;
namespace PrivateStatic
{
@ -218,6 +218,12 @@ bool Frustrum::Intersects( const ICollideable &target ) const
}
}
bool Frustrum::Intersects( const ICollideable &target, Float3 &worldPointOfContact ) const
{
//! @todo TODO: implement stub properly
return this->Intersects( target );
}
bool Frustrum::Contains( const ICollideable &target ) const
{
switch( target.type )

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@ -39,6 +39,7 @@ namespace Oyster { namespace Collision3D
virtual ::Utility::DynamicMemory::UniquePointer<ICollideable> Clone( ) const;
bool Intersects( const ICollideable &target ) const;
bool Intersects( const ICollideable &target, Oyster::Math::Float3 &worldPointOfContact ) const;
bool Contains( const ICollideable &target ) const;
};

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@ -34,7 +34,7 @@ namespace Oyster { namespace Collision3D //! Contains a collection of 3D shapes
virtual ~ICollideable();
virtual ::Utility::DynamicMemory::UniquePointer<ICollideable> Clone( ) const = 0;
virtual bool Intersects( const ICollideable &target, Oyster::Math::Float3 &worldPointOfContact ) const = 0;
virtual bool Intersects( const ICollideable &target, ::Oyster::Math::Float3 &worldPointOfContact ) const = 0;
virtual bool Intersects( const ICollideable &target ) const = 0;
virtual bool Contains( const ICollideable &target ) const = 0;
};

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@ -46,8 +46,29 @@ bool Line::Intersects( const ICollideable &target ) const
return true;
}
if( this->ray.Intersects( target ) ) if( this->ray.collisionDistance >= 0.0f ) if( this->ray.collisionDistance <= this->length )
if( this->ray.Intersects(target) ) if( this->ray.collisionDistance >= 0.0f ) if( this->ray.collisionDistance <= this->length )
{
return true;
}
this->ray.collisionDistance = 0.0f;
return false;
}
bool Line::Intersects( const ICollideable &target, Float3 &worldPointOfContact ) const
{
if( target.type == Type_universe )
{
this->ray.collisionDistance = 0.0f;
worldPointOfContact = this->ray.origin;
return true;
}
if( this->ray.Intersects(target) ) if( this->ray.collisionDistance >= 0.0f ) if( this->ray.collisionDistance <= this->length )
{
worldPointOfContact = this->ray.origin + this->ray.direction * this->ray.collisionDistance;
return true;
}
this->ray.collisionDistance = 0.0f;
return false;

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@ -30,6 +30,7 @@ namespace Oyster { namespace Collision3D
virtual ::Utility::DynamicMemory::UniquePointer<ICollideable> Clone( ) const;
bool Intersects( const ICollideable &target ) const;
bool Intersects( const ICollideable &target, ::Oyster::Math::Float3 &worldPointOfContact ) const;
bool Contains( const ICollideable &target ) const;
};
} }

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@ -1,6 +1,8 @@
#include "Universe.h"
#include "OysterCollision3D.h"
using namespace ::Utility::Value;
using namespace ::Oyster::Math;
using namespace ::Oyster::Collision3D;
using namespace ::Utility::DynamicMemory;
@ -29,6 +31,46 @@ bool Universe::Intersects( const ICollideable &target ) const
return true;
}
bool Universe::Intersects( const ICollideable &target, Float3 &worldPointOfContact ) const
{ // universe touches everything
switch( target.type )
{
case Type_point:
worldPointOfContact = ((Point*)&target)->center;
break;
case Type_sphere:
worldPointOfContact = ((Sphere*)&target)->center;
break;
case Type_plane:
worldPointOfContact = ((Plane*)&target)->normal * ((Plane*)&target)->phasing;
break;
case Type_box_axis_aligned:
worldPointOfContact = Average( ((BoxAxisAligned*)&target)->minVertex, ((BoxAxisAligned*)&target)->maxVertex );
break;
case Type_box:
worldPointOfContact = ((Box*)&target)->center;
break;
case Type_frustrum:
worldPointOfContact = Average( ((Frustrum*)&target)->leftPlane.normal * ((Frustrum*)&target)->leftPlane.phasing, ((Frustrum*)&target)->rightPlane.normal * ((Frustrum*)&target)->rightPlane.phasing );
worldPointOfContact = Average( worldPointOfContact, Average( ((Frustrum*)&target)->bottomPlane.normal * ((Frustrum*)&target)->bottomPlane.phasing, ((Frustrum*)&target)->topPlane.normal * ((Frustrum*)&target)->topPlane.phasing ) );
worldPointOfContact = Average( worldPointOfContact, Average( ((Frustrum*)&target)->nearPlane.normal * ((Frustrum*)&target)->nearPlane.phasing, ((Frustrum*)&target)->farPlane.normal * ((Frustrum*)&target)->farPlane.phasing ) );
break;
case Type_ray:
((Ray*)&target)->collisionDistance = 0.0f;
worldPointOfContact = ((Ray*)&target)->origin;
break;
case Type_line:
((Line*)&target)->ray.collisionDistance = 0.0f;
worldPointOfContact = ((Line*)&target)->ray.origin;
break;
default:
worldPointOfContact = Float3::null;
break;
}
return true;
}
bool Universe::Contains( const ICollideable &target ) const
{ return true; } // universe contains everything

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@ -20,6 +20,7 @@ namespace Oyster { namespace Collision3D
virtual ::Utility::DynamicMemory::UniquePointer<ICollideable> Clone( ) const;
bool Intersects( const ICollideable &target ) const;
bool Intersects( const ICollideable &target, ::Oyster::Math::Float3 &worldPointOfContact ) const;
bool Contains( const ICollideable &target ) const;
};
} }