Danbias/Code/Physics/OysterPhysics3D/BoxAxisAligned.cpp

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/////////////////////////////////////////////////////////////////////
// Created by Dan Andersson 2013
/////////////////////////////////////////////////////////////////////
#include "BoxAxisAligned.h"
#include "OysterCollision3D.h"
using namespace ::Oyster::Collision3D;
using namespace ::Oyster::Math3D;
BoxAxisAligned::BoxAxisAligned( ) : ICollideable(Type_box_axis_aligned)
{
this->minVertex = Float3(-0.5f,-0.5f,-0.5f );
this->maxVertex = Float3( 0.5f, 0.5f, 0.5f );
}
BoxAxisAligned::BoxAxisAligned( const Float3 &minVertex, const Float3 &maxVertex ) : ICollideable(Type_box_axis_aligned)
{
this->minVertex = Float4( minVertex, 1.0f );
this->maxVertex = Float4( maxVertex, 1.0f );
}
BoxAxisAligned::BoxAxisAligned( const Float &leftClip, const Float &rightClip, const Float &topClip, const Float &bottomClip, const Float &nearClip, const Float &farClip ) : ICollideable(Type_box_axis_aligned)
{
this->minVertex = Float4( leftClip, bottomClip, nearClip, 1.0f );
this->maxVertex = Float4( rightClip, topClip, farClip, 1.0f );
}
BoxAxisAligned::~BoxAxisAligned( ) {}
BoxAxisAligned & BoxAxisAligned::operator = ( const BoxAxisAligned &box )
{
this->minVertex = box.minVertex;
this->maxVertex = box.maxVertex;
return *this;
}
::Utility::DynamicMemory::UniquePointer<ICollideable> BoxAxisAligned::Clone( ) const
{
return ::Utility::DynamicMemory::UniquePointer<ICollideable>( new BoxAxisAligned(*this) );
}
bool BoxAxisAligned::Intersects( const ICollideable &target ) const
{
switch( target.type )
{
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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( *this, (const BoxAxisAligned&)target );
// case Type_box: return false; // TODO:
// case Type_frustrum: return false; // TODO:
default: return false;
}
}
bool BoxAxisAligned::Intersects( const ICollideable &target, Float4 &worldPointOfContact ) const
{
//! @todo TODO: implement stub properly
return this->Intersects( target );
}
bool BoxAxisAligned::Contains( const ICollideable &target ) const
{
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//switch( target.type )
//{
////case Type_point: return false; // TODO:
////case Type_sphere: return false; // TODO:
////case Type_triangle: return false; // TODO:
////case Type_box_axis_aligned: return false; // TODO:
////case Type_box: return false; // TODO:
////case Type_frustrum: return false; // TODO:
//default: return false;
//}
return false;
}
Float BoxAxisAligned::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;
}
}