Danbias/Code/Physics/OysterPhysics3D/Plane.cpp

98 lines
3.3 KiB
C++

/////////////////////////////////////////////////////////////////////
// Created by Dan Andersson 2013
/////////////////////////////////////////////////////////////////////
#include "Plane.h"
#include "OysterCollision3D.h"
using namespace ::Oyster::Collision3D;
using namespace ::Oyster::Math;
Plane::Plane( ) : ICollideable(Type_plane)
{
this->normal = Float4::standard_unit_z;
this->phasing = 0.0f;
}
Plane::Plane( const Float4 &n, const Float &p ) : ICollideable(Type_plane)
{
this->normal = n;
this->phasing = p;
}
Plane::~Plane( ) {}
Plane & Plane::operator = ( const Plane &plane )
{
this->normal = plane.normal;
this->phasing = plane.phasing;
return *this;
}
::Utility::DynamicMemory::UniquePointer<ICollideable> Plane::Clone( ) const
{
return ::Utility::DynamicMemory::UniquePointer<ICollideable>( new Plane(*this) );
}
bool Plane::Intersects( const ICollideable &target ) const
{
switch( target.type )
{
case Type_universe: return true;
case Type_point: return Utility::Intersect( *this, (const Point&)target );
case Type_ray: return Utility::Intersect( *this, (const Ray&)target, ((const Ray&)target).collisionDistance );
case Type_sphere: return Utility::Intersect( *this, (const Sphere&)target );
case Type_plane: return Utility::Intersect( *this, (const Plane&)target );
//case Type_triangle: return false; // TODO:
case Type_box_axis_aligned: return Utility::Intersect( (const BoxAxisAligned&)target, *this );
case Type_box: return Utility::Intersect( (const Box&)target, *this );
//case Type_frustrum: return false; // TODO:
//case Type_line: return false; // TODO:
default: return false;
}
}
bool Plane::Intersects( const ICollideable &target, Float4 &worldPointOfContact ) const
{
switch( target.type )
{
case Type_universe:
worldPointOfContact = this->normal * this->phasing;
return true;
case Type_point: return Utility::Intersect( *this, (const Point&)target, worldPointOfContact );
case Type_ray: return Utility::Intersect( *this, (const Ray&)target, ((const Ray&)target).collisionDistance, worldPointOfContact );
case Type_sphere: return Utility::Intersect( *this, (const Sphere&)target, worldPointOfContact );
case Type_plane: return Utility::Intersect( (const Plane&)target, *this, worldPointOfContact );
//case Type_triangle: return false; // TODO:
case Type_box_axis_aligned: return Utility::Intersect( (const BoxAxisAligned&)target, *this, worldPointOfContact );
case Type_box: return Utility::Intersect( (const Box&)target, *this, worldPointOfContact );
//case Type_frustrum: return false; // TODO:
default:
worldPointOfContact = Float3::null;
return false;
}
}
bool Plane::Contains( const ICollideable &target ) const
{
switch( target.type )
{
case Type_point: return Utility::Intersect( *this, (const Point&)target );
case Type_ray: return Utility::Contains( *this, (const Ray&)target );
case Type_plane: return Utility::Contains( *this, (const Plane&)target );
//case Type_triangle: return false; // TODO:
default: return false;
}
}
Float Plane::TimeOfContact( const ICollideable &deuterStart, const ICollideable &deuterEnd ) const
{
if( deuterStart.type != deuterEnd.type )
return -1.0f;
switch( deuterStart.type )
{ // TODO: more to implement
case Type_universe: return 0.0f;
default: return 1.0f;
}
}