///////////////////////////////////////////////////////////////////// // Created by Dan Andersson 2013 ///////////////////////////////////////////////////////////////////// #include "Line.h" #include "OysterCollision.h" using namespace ::Oyster::Collision3D; using namespace ::Oyster::Math3D; Line::Line( ) : ICollideable(Type_line), ray(), length(0.0f) {} Line::Line( const class Ray &_ray, const Float &_length ) : ICollideable(Type_line), ray(_ray), length(_length) {} Line::Line( const Float3 &origin, const Float3 &normalizedDirection, const Float &_length ) : ICollideable(Type_line), ray(origin, normalizedDirection), length(_length) {} Line::~Line( ) {} Line & Line::operator = ( const Line &line ) { this->ray = line.ray; this->length = line.length; return *this; } ::Utility::Memory::UniquePointer Line::Clone( ) const { return ::Utility::Memory::UniquePointer( new Line(*this) ); } bool Line::Intersects( const ICollideable *target ) const { if( target->type == Type_universe ) { this->ray.collisionDistance = 0.0f; return true; } 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::Contains( const ICollideable *target ) const { /* TODO: : */ return false; }