Danbias/Code/OysterPhysics3D/Point.cpp

76 lines
2.5 KiB
C++

/////////////////////////////////////////////////////////////////////
// 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<ICollideable> Point::Clone( ) const
{
return ::Utility::DynamicMemory::UniquePointer<ICollideable>( 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, ::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( *(Ray*)&target, *this, ((Ray*)&target)->collisionDistance, worldPointOfContact );
case Type_sphere: return Utility::Intersect( *(Sphere*)&target, *this, 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;
}
}