///////////////////////////////////////////////////////////////////// // Created by Dan Andersson 2013 ///////////////////////////////////////////////////////////////////// #include "Point.h" #include "OysterCollision3D.h" using namespace ::Oyster::Collision3D; using namespace ::Oyster::Math3D; Point::Point( ) : ICollideable(Type_point) { this->center = Float3::null; } Point::Point( const Float3 &pos ) : ICollideable(Type_point) { this->center = pos; } Point::~Point( ) {} Point & Point::operator = ( const Point &point ) { this->center = point.center; return *this; } ::Utility::DynamicMemory::UniquePointer Point::Clone( ) const { return ::Utility::DynamicMemory::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: return 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::Intersects( const ICollideable &target, const ::Oyster::Math::Float3 &worldPointOfContact ) const { switch( target.type ) { case Type_universe: return true; case Type_point: return Utility::Intersect( *this, *(Point*)&target, worldPointOfContact ); case Type_ray: return Utility::Intersect( *this, *(Ray*)&target, ((Ray*)&target)->collisionDistance, worldPointOfContact ); case Type_sphere: return Utility::Intersect( *this, *(Sphere*)&target, worldPointOfContact ); case Type_plane: return Utility::Intersect( *(Plane*)&target, *this, worldPointOfContact ); // case Type_triangle: return false; // TODO: case Type_box_axis_aligned: return Utility::Intersect( *(BoxAxisAligned*)&target, *this, worldPointOfContact ); case Type_box: return Utility::Intersect( *(Box*)&target, *this, worldPointOfContact ); case Type_frustrum: return false; // TODO: default: worldPointOfContact = NULL; return false; } } bool Point::Contains( const ICollideable &target ) const { switch( target.type ) { case Type_point: return Utility::Intersect( *this, *(Point*)&target ); default: return false; } }