58 lines
1.4 KiB
C++
58 lines
1.4 KiB
C++
/////////////////////////////////////////////////////////////////////
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// Created by Dan Andersson 2013
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/////////////////////////////////////////////////////////////////////
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#include "Line.h"
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#include "OysterCollision3D.h"
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using namespace ::Oyster::Collision3D;
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using namespace ::Oyster::Math3D;
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Line::Line( ) : ICollideable(Type_line)
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{
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this->ray = Ray();
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this->length = 0.0f;
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}
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Line::Line( const class Ray &_ray, const Float &_length ) : ICollideable(Type_line)
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{
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this->ray = _ray;
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this->length = _length;
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}
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Line::Line( const Float3 &origin, const Float3 &normalizedDirection, const Float &_length ) : ICollideable(Type_line)
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{
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this->ray = Ray( origin, normalizedDirection );
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this->length = _length;
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}
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Line::~Line( ) {}
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Line & Line::operator = ( const Line &line )
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{
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this->ray = line.ray;
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this->length = line.length;
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return *this;
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}
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::Utility::DynamicMemory::UniquePointer<ICollideable> Line::Clone( ) const
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{ return ::Utility::DynamicMemory::UniquePointer<ICollideable>( new Line(*this) ); }
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bool Line::Intersects( const ICollideable &target ) const
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{
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if( target.type == Type_universe )
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{
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this->ray.collisionDistance = 0.0f;
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return true;
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}
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if( this->ray.Intersects( target ) ) if( this->ray.collisionDistance >= 0.0f ) if( this->ray.collisionDistance <= this->length )
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return true;
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this->ray.collisionDistance = 0.0f;
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return false;
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}
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bool Line::Contains( const ICollideable &target ) const
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{ /* TODO: : */ return false; }
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