///////////////////////////////////////////////////////////////////// // 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 = Float3::standard_unit_z; this->phasing = 0.0f; } Plane::Plane( const Float3 &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, *(Point*)&target ); case Type_ray: return Utility::Intersect( *this, *(Ray*)&target, ((Ray*)&target)->collisionDistance ); case Type_sphere: return Utility::Intersect( *this, *(Sphere*)&target ); case Type_plane: return Utility::Intersect( *this, *(Plane*)&target ); // 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: case Type_line: return false; // TODO: default: return false; } } bool Plane::Intersects( const ICollideable &target, ::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 Plane::Contains( const ICollideable &target ) const { switch( target.type ) { case Type_point: return Utility::Intersect( *this, *(Point*)&target ); case Type_ray: return Utility::Contains( *this, *(Ray*)&target ); case Type_plane: return Utility::Contains( *this, *(Plane*)&target ); // case Type_triangle: return false; // TODO: default: return false; } }