///////////////////////////////////////////////////////////////////// // Created by Dan Andersson 2013 ///////////////////////////////////////////////////////////////////// #include "Ray.h" #include "OysterCollision3D.h" using namespace ::Oyster::Collision3D; using namespace ::Oyster::Math3D; Ray::Ray( ) : ICollideable(Type_ray), origin(), direction(), collisionDistance(0.0f) {} Ray::Ray( const Float3 &o, const ::Oyster::Math::Float3 &d ) : ICollideable(Type_ray), origin(o), direction(d), collisionDistance(0.0f) {} Ray::~Ray( ) {} Ray & Ray::operator = ( const Ray &ray ) { this->origin = ray.origin; this->direction = ray.direction; return *this; } ::Utility::DynamicMemory::UniquePointer Ray::Clone( ) const { return ::Utility::DynamicMemory::UniquePointer( new Ray(*this) ); } bool Ray::Intersects( const ICollideable *target ) const { switch( target->type ) { case Type_universe: this->collisionDistance = 0.0f; return true; case Type_point: return Utility::Intersect( *this, *(Point*)target, this->collisionDistance ); case Type_ray: return Utility::Intersect( *this, *(Ray*)target, this->collisionDistance, ((Ray*)target)->collisionDistance ); case Type_sphere: return Utility::Intersect( *(Sphere*)target, *this, this->collisionDistance ); case Type_plane: return Utility::Intersect( *(Plane*)target, *this, this->collisionDistance ); // case Type_triangle: return false; // TODO: case Type_box_axis_aligned: return Utility::Intersect( *(BoxAxisAligned*)target, *this, this->collisionDistance ); case Type_box: return Utility::Intersect( *(Box*)target, *this, this->collisionDistance ); case Type_frustrum: return false; // TODO: default: return false; } } bool Ray::Contains( const ICollideable *target ) const { switch( target->type ) { case Type_point: return Utility::Intersect( *this, *(Point*)target, this->collisionDistance ); case Type_ray: Utility::Contains( *this, *(Ray*)target ); default: return false; } }