54 lines
2.3 KiB
C++
54 lines
2.3 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 "Collision.h"
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using namespace ::Oyster::Collision;
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using namespace ::Oyster::Math;
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Ray::Ray( ) : ICollideable(ICollideable::Ray), origin(), direction(), collisionDistance(0.0f) {}
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Ray::Ray( const Ray &ray ) : ICollideable(ICollideable::Ray), origin(ray.origin), direction(ray.direction), collisionDistance(0.0f) {}
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Ray::Ray( const Float3 &o, const ::Oyster::Math::Float3 &d ) : ICollideable(ICollideable::Ray), origin(o), direction(d), collisionDistance(0.0f) {}
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Ray::~Ray( ) { /*Nothing needs to be done here*/ }
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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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this->collisionDistance = ray.collisionDistance;
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return *this;
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}
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ICollideable* Ray::clone( ) const
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{ return new Ray( *this ); }
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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 ICollideable::Point: return Utility::intersect( *this, *(Collision::Point*)target, this->collisionDistance );
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case ICollideable::Ray: return Utility::intersect( *this, *(Collision::Ray*)target, this->collisionDistance, ((Collision::Ray*)target)->collisionDistance );
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case ICollideable::Sphere: return Utility::intersect( *(Collision::Sphere*)target, *this, this->collisionDistance );
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case ICollideable::Plane: return Utility::intersect( *(Collision::Plane*)target, *this, this->collisionDistance );
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case ICollideable::Triangle: return false; // TODO
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case ICollideable::BoxAxisAligned: return Utility::intersect( *(Collision::BoxAxisAligned*)target, *this, this->collisionDistance );
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case ICollideable::Box: return Utility::intersect( *(Collision::Box*)target, *this, this->collisionDistance );
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case ICollideable::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::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 ICollideable::Point: return Utility::intersect( *this, *(Collision::Point*)target, this->collisionDistance );
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case ICollideable::Ray: Utility::contains( *this, *(Collision::Ray*)target );
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default: return false;
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}
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}
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ICollideable::State Ray::Advanced( const ICollideable *target ) const
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{ return ICollideable::Missed; } //Not supported returns 0
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