Danbias/Code/Physics/OysterPhysics3D/Line.cpp

90 lines
2.2 KiB
C++

/////////////////////////////////////////////////////////////////////
// Created by Dan Andersson 2013
/////////////////////////////////////////////////////////////////////
#include "Line.h"
#include "OysterCollision3D.h"
using namespace ::Oyster::Collision3D;
using namespace ::Oyster::Math3D;
Line::Line( ) : ICollideable(Type_line)
{
this->ray = Ray();
this->length = 0.0f;
}
Line::Line( const class Ray &_ray, const Float &_length ) : ICollideable(Type_line)
{
this->ray = _ray;
this->length = _length;
}
Line::Line( const Float3 &origin, const Float3 &normalizedDirection, const Float &_length ) : ICollideable(Type_line)
{
this->ray = Ray( origin, normalizedDirection );
this->length = _length;
}
Line::~Line( ) {}
Line & Line::operator = ( const Line &line )
{
this->ray = line.ray;
this->length = line.length;
return *this;
}
::Utility::DynamicMemory::UniquePointer<ICollideable> Line::Clone( ) const
{ return ::Utility::DynamicMemory::UniquePointer<ICollideable>( new Line(*this) ); }
bool Line::Intersects( const ICollideable &target ) const
{
if( target.type == Type_universe )
{
this->ray.collisionDistance = 0.0f;
return true;
}
if( this->ray.Intersects(target) ) if( this->ray.collisionDistance >= 0.0f ) if( this->ray.collisionDistance <= this->length )
{
return true;
}
this->ray.collisionDistance = 0.0f;
return false;
}
bool Line::Intersects( const ICollideable &target, Float4 &worldPointOfContact ) const
{
if( target.type == Type_universe )
{
this->ray.collisionDistance = 0.0f;
worldPointOfContact = this->ray.origin;
return true;
}
if( this->ray.Intersects(target) ) if( this->ray.collisionDistance >= 0.0f ) if( this->ray.collisionDistance <= this->length )
{
worldPointOfContact = this->ray.origin + this->ray.direction * this->ray.collisionDistance;
return true;
}
this->ray.collisionDistance = 0.0f;
return false;
}
bool Line::Contains( const ICollideable &target ) const
{ /* TODO: : */ return false; }
Float Line::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;
}
}