///////////////////////////////////////////////////////////////////// // Created by Dan Andersson 2013 ///////////////////////////////////////////////////////////////////// #include "Ray.h" #include "OysterCollision3D.h" using namespace ::Oyster::Collision3D; using namespace ::Oyster::Math3D; Ray::Ray( ) : ICollideable(Type_ray) { this->origin = Float4::standard_unit_w; this->direction = Float4::standard_unit_z; this->collisionDistance = 0.0f; } Ray::Ray( const Float3 &o, const Float3 &d ) : ICollideable(Type_ray) { this->origin = Float4( o, 1.0f ); this->direction = Float4( d, 0.0f ); this->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, (const Point&)target, this->collisionDistance ); case Type_ray: return Utility::Intersect( *this, (const Ray&)target, this->collisionDistance, ((const Ray&)target).collisionDistance ); case Type_sphere: return Utility::Intersect( (const Sphere&)target, *this, this->collisionDistance ); case Type_plane: return Utility::Intersect( (const Plane&)target, *this, this->collisionDistance ); //case Type_triangle: return false; // TODO: case Type_box_axis_aligned: return Utility::Intersect( (const BoxAxisAligned&)target, *this, this->collisionDistance ); case Type_box: return Utility::Intersect( (const Box&)target, *this, this->collisionDistance ); //case Type_frustrum: return false; // TODO: default: return false; } } bool Ray::Intersects( const ICollideable &target, Float4 &worldPointOfContact ) const { switch( target.type ) { case Type_universe: this->collisionDistance = 0.0f; worldPointOfContact = this->origin; return true; case Type_point: return Utility::Intersect( *this, (const Point&)target, this->collisionDistance, worldPointOfContact ); case Type_ray: return Utility::Intersect( *this, (const Ray&)target, this->collisionDistance, ((const Ray&)target).collisionDistance, worldPointOfContact ); case Type_sphere: return Utility::Intersect( (const Sphere&)target, *this, this->collisionDistance, worldPointOfContact ); case Type_plane: return Utility::Intersect( (const Plane&)target, *this, this->collisionDistance, worldPointOfContact ); //case Type_triangle: return false; // TODO: case Type_box_axis_aligned: return Utility::Intersect( (const BoxAxisAligned&)target, *this, this->collisionDistance, worldPointOfContact ); case Type_box: return Utility::Intersect( (const Box&)target, *this, this->collisionDistance, worldPointOfContact ); //case Type_frustrum: return false; // TODO: default: worldPointOfContact = Float3::null; return false; } } bool Ray::Contains( const ICollideable &target ) const { switch( target.type ) { case Type_point: return Utility::Intersect( *this, (const Point&)target, this->collisionDistance ); case Type_ray: return Utility::Contains( *this, (const Ray&)target ); default: return false; } }