///////////////////////////////////////////////////////////////////// // Created by Dan Andersson 2013 ///////////////////////////////////////////////////////////////////// #include "Plane.h" #include "OysterCollision3D.h" using namespace ::Oyster::Collision3D; using namespace ::Oyster::Math; Plane::Plane( ) : ICollideable(Type_plane) { this->normal = Float4::standard_unit_z; this->phasing = 0.0f; } Plane::Plane( const Float4 &n, const Float &p ) : ICollideable(Type_plane) { this->normal = n; this->phasing = p; } Plane::~Plane( ) {} Plane & Plane::operator = ( const Plane &plane ) { this->normal = plane.normal; this->phasing = plane.phasing; return *this; } ::Utility::DynamicMemory::UniquePointer Plane::Clone( ) const { return ::Utility::DynamicMemory::UniquePointer( new Plane(*this) ); } bool Plane::Intersects( const ICollideable &target ) const { switch( target.type ) { case Type_universe: return true; case Type_point: return Utility::Intersect( *this, (const Point&)target ); case Type_ray: return Utility::Intersect( *this, (const Ray&)target, ((const Ray&)target).collisionDistance ); case Type_sphere: return Utility::Intersect( *this, (const Sphere&)target ); case Type_plane: return Utility::Intersect( *this, (const Plane&)target ); //case Type_triangle: return false; // TODO: case Type_box_axis_aligned: return Utility::Intersect( (const BoxAxisAligned&)target, *this ); case Type_box: return Utility::Intersect( (const Box&)target, *this ); //case Type_frustrum: return false; // TODO: //case Type_line: return false; // TODO: default: return false; } } bool Plane::Intersects( const ICollideable &target, Float4 &worldPointOfContact ) const { switch( target.type ) { case Type_universe: worldPointOfContact = this->normal * this->phasing; return true; case Type_point: return Utility::Intersect( *this, (const Point&)target, worldPointOfContact ); case Type_ray: return Utility::Intersect( *this, (const Ray&)target, ((const Ray&)target).collisionDistance, worldPointOfContact ); case Type_sphere: return Utility::Intersect( *this, (const Sphere&)target, worldPointOfContact ); case Type_plane: return Utility::Intersect( (const Plane&)target, *this, worldPointOfContact ); //case Type_triangle: return false; // TODO: case Type_box_axis_aligned: return Utility::Intersect( (const BoxAxisAligned&)target, *this, worldPointOfContact ); case Type_box: return Utility::Intersect( (const Box&)target, *this, worldPointOfContact ); //case Type_frustrum: return false; // TODO: default: worldPointOfContact = Float3::null; return false; } } bool Plane::Contains( const ICollideable &target ) const { switch( target.type ) { case Type_point: return Utility::Intersect( *this, (const Point&)target ); case Type_ray: return Utility::Contains( *this, (const Ray&)target ); case Type_plane: return Utility::Contains( *this, (const Plane&)target ); //case Type_triangle: return false; // TODO: default: return false; } }