76 lines
2.5 KiB
C++
76 lines
2.5 KiB
C++
/////////////////////////////////////////////////////////////////////
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// Created by Dan Andersson 2013
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/////////////////////////////////////////////////////////////////////
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#include "Point.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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Point::Point( ) : ICollideable(Type_point)
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{
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this->center = Float3::null;
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}
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Point::Point( const Float3 &pos ) : ICollideable(Type_point)
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{
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this->center = pos;
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}
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Point::~Point( ) {}
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Point & Point::operator = ( const Point &point )
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{
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this->center = point.center;
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return *this;
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}
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::Utility::DynamicMemory::UniquePointer<ICollideable> Point::Clone( ) const
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{
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return ::Utility::DynamicMemory::UniquePointer<ICollideable>( new Point(*this) );
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}
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bool Point::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: return true;
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case Type_point: return Utility::Intersect( *this, *(Point*)&target );
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case Type_ray: return Utility::Intersect( *(Ray*)&target, *this, ((Ray*)&target)->collisionDistance );
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case Type_sphere: return Utility::Intersect( *(Sphere*)&target, *this );
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case Type_plane: return Utility::Intersect( *(Plane*)&target, *this );
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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 );
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case Type_box: return Utility::Intersect( *(Box*)&target, *this );
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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 Point::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: return true;
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case Type_point: return Utility::Intersect( *this, *(Point*)&target, worldPointOfContact );
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case Type_ray: return Utility::Intersect( *(Ray*)&target, *this, ((Ray*)&target)->collisionDistance, worldPointOfContact );
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case Type_sphere: return Utility::Intersect( *(Sphere*)&target, *this, worldPointOfContact );
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//case Type_plane: return Utility::Intersect( *(Plane*)&target, *this, 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, worldPointOfContact );
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case Type_box: return Utility::Intersect( *(Box*)&target, *this, 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 Point::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 );
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default: return false;
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}
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} |