81 lines
2.6 KiB
C++
81 lines
2.6 KiB
C++
#include "Universe.h"
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#include "OysterCollision3D.h"
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using namespace ::Utility::Value;
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using namespace ::Oyster::Math;
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using namespace ::Oyster::Collision3D;
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using namespace ::Utility::DynamicMemory;
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Universe::Universe() : ICollideable(Type_universe) {}
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Universe::~Universe() {}
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Universe & Universe::operator = ( const Universe &universe )
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{
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return *this;
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}
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UniquePointer<ICollideable> Universe::Clone( ) const
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{
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return UniquePointer<ICollideable>( new Universe(*this) );
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}
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bool Universe::Intersects( const ICollideable &target ) const
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{ // universe touches everything
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switch( target.type )
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{
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case Type_ray:
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((const Ray&)target).collisionDistance = 0.0f;
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break;
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case Type_line:
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((const Line&)target).ray.collisionDistance = 0.0f;
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break;
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default: break;
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}
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return true;
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}
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bool Universe::Intersects( const ICollideable &target, Float4 &worldPointOfContact ) const
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{ // universe touches everything
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switch( target.type )
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{
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case Type_point:
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worldPointOfContact = ((const Point&)target).center;
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break;
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case Type_sphere:
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worldPointOfContact = ((const Sphere&)target).center;
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break;
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case Type_plane:
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worldPointOfContact = ((const Plane&)target).normal * ((const Plane&)target).phasing;
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break;
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case Type_box_axis_aligned:
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worldPointOfContact = Average( ((const BoxAxisAligned&)target).minVertex, ((const BoxAxisAligned&)target).maxVertex );
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break;
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case Type_box:
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worldPointOfContact = ((const Box&)target).center;
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break;
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case Type_frustrum:
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worldPointOfContact = Average( ((const Frustrum&)target).leftPlane.normal * ((const Frustrum&)target).leftPlane.phasing, ((const Frustrum&)target).rightPlane.normal * ((const Frustrum&)target).rightPlane.phasing );
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worldPointOfContact = Average( worldPointOfContact, Average( ((const Frustrum&)target).bottomPlane.normal * ((const Frustrum&)target).bottomPlane.phasing, ((const Frustrum&)target).topPlane.normal * ((const Frustrum&)target).topPlane.phasing ) );
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worldPointOfContact = Average( worldPointOfContact, Average( ((const Frustrum&)target).nearPlane.normal * ((const Frustrum&)target).nearPlane.phasing, ((const Frustrum&)target).farPlane.normal * ((const Frustrum&)target).farPlane.phasing ) );
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break;
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case Type_ray:
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((const Ray&)target).collisionDistance = 0.0f;
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worldPointOfContact = ((const Ray&)target).origin;
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break;
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case Type_line:
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((const Line&)target).ray.collisionDistance = 0.0f;
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worldPointOfContact = ((const Line&)target).ray.origin;
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break;
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default:
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worldPointOfContact = Float3::null;
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break;
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}
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return true;
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}
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bool Universe::Contains( const ICollideable &target ) const
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{ // universe contains everything
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return true;
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} |