86 lines
3.1 KiB
C++
86 lines
3.1 KiB
C++
/////////////////////////////////////////////////////////////////////
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// Created by Dan Andersson 2013
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/////////////////////////////////////////////////////////////////////
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#include "Ray.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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Ray::Ray( ) : ICollideable(Type_ray)
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{
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this->origin = Float3::null;
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this->direction = Float3::standard_unit_z;
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this->collisionDistance = 0.0f;
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}
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Ray::Ray( const Float3 &o, const ::Oyster::Math::Float3 &d ) : ICollideable(Type_ray)
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{
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this->origin = o;
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this->direction = d;
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this->collisionDistance = 0.0f;
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}
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Ray::~Ray( ) {}
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Ray & Ray::operator = ( const Ray &ray )
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{
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this->origin = ray.origin;
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this->direction = ray.direction;
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return *this;
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}
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::Utility::DynamicMemory::UniquePointer<ICollideable> Ray::Clone( ) const
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{
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return ::Utility::DynamicMemory::UniquePointer<ICollideable>( new Ray(*this) );
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}
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bool Ray::Intersects( const ICollideable &target ) const
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{
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switch( target.type )
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{
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case Type_universe:
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this->collisionDistance = 0.0f;
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return true;
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case Type_point: return Utility::Intersect( *this, *(Point*)&target, this->collisionDistance );
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case Type_ray: return Utility::Intersect( *this, *(Ray*)&target, this->collisionDistance, ((Ray*)&target)->collisionDistance );
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case Type_sphere: return Utility::Intersect( *(Sphere*)&target, *this, this->collisionDistance );
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case Type_plane: return Utility::Intersect( *(Plane*)&target, *this, this->collisionDistance );
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// case Type_triangle: return false; // TODO:
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case Type_box_axis_aligned: return Utility::Intersect( *(BoxAxisAligned*)&target, *this, this->collisionDistance );
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case Type_box: return Utility::Intersect( *(Box*)&target, *this, this->collisionDistance );
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case Type_frustrum: return false; // TODO:
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default: return false;
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}
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}
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bool Ray::Intersects( const ICollideable &target, ::Oyster::Math::Float3 &worldPointOfContact ) const
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{
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switch( target.type )
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{
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case Type_universe:
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this->collisionDistance = 0.0f;
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return true;
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case Type_point: return Utility::Intersect( *this, *(Point*)&target, this->collisionDistance, worldPointOfContact );
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case Type_ray: return Utility::Intersect( *this, *(Ray*)&target, this->collisionDistance, ((Ray*)&target)->collisionDistance, worldPointOfContact );
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case Type_sphere: return Utility::Intersect( *(Sphere*)&target, *this, this->collisionDistance, worldPointOfContact );
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case Type_plane: return Utility::Intersect( *(Plane*)&target, *this, this->collisionDistance, worldPointOfContact );
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// case Type_triangle: return false; // TODO:
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case Type_box_axis_aligned: return Utility::Intersect( *(BoxAxisAligned*)&target, *this, this->collisionDistance, worldPointOfContact );
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case Type_box: return Utility::Intersect( *(Box*)&target, *this, this->collisionDistance, worldPointOfContact );
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case Type_frustrum: return false; // TODO:
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default: worldPointOfContact = NULL;
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return false;
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}
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}
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bool Ray::Contains( const ICollideable &target ) const
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{
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switch( target.type )
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{
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case Type_point: return Utility::Intersect( *this, *(Point*)&target, this->collisionDistance );
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case Type_ray: return Utility::Contains( *this, *(Ray*)&target );
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default: return false;
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}
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} |