///////////////////////////////////////////////////////////////////// // Created by Dan Andersson 2013 ///////////////////////////////////////////////////////////////////// #include "Point.h" #include "OysterCollision.h" using namespace ::Oyster::Collision3D; using namespace ::Oyster::Math3D; Point::Point( ) : ICollideable(Type_point), center() {} Point::Point( const Float3 &pos ) : ICollideable(Type_point), center(pos) {} Point::~Point( ) {} Point & Point::operator = ( const Point &point ) { this->center = point.center; return *this; } ::Utility::Memory::UniquePointer Point::Clone( ) const { return ::Utility::Memory::UniquePointer( new Point(*this) ); } bool Point::Intersects( const ICollideable *target ) const { switch( target->type ) { case Type_universe: return true; case Type_point: return Utility::Intersect( *this, *(Point*)target ); case Type_ray: return Utility::Intersect( *(Ray*)target, *this, ((Ray*)target)->collisionDistance ); case Type_sphere: Utility::Intersect( *(Sphere*)target, *this ); case Type_plane: return Utility::Intersect( *(Plane*)target, *this ); case Type_triangle: return false; // TODO: case Type_box_axis_aligned: return Utility::Intersect( *(BoxAxisAligned*)target, *this ); case Type_box: return Utility::Intersect( *(Box*)target, *this ); case Type_frustrum: return false; // TODO: default: return false; } } bool Point::Contains( const ICollideable *target ) const { switch( target->type ) { case Type_point: return Utility::Intersect( *this, *(Point*)target ); default: return false; } }