Danbias/Code/OysterPhysics3D/Box.cpp

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/////////////////////////////////////////////////////////////////////
// Created by Dan Andersson 2013
/////////////////////////////////////////////////////////////////////
#include "Box.h"
#include "OysterCollision3D.h"
using namespace ::Oyster::Collision3D;
using namespace ::Oyster::Math3D;
Box::Box( )
: ICollideable(Type_box), rotation(Float4x4::identity), center(0.0f), boundingOffset(0.5f)
{}
Box::Box( const Float4x4 &r, const Float3 &p, const Float3 &s )
: ICollideable(Type_box), rotation(r), center(p), boundingOffset(s*0.5)
{}
Box::~Box( ) {}
Box & Box::operator = ( const Box &box )
{
this->rotation = box.rotation;
this->center = box.center;
this->boundingOffset = box.boundingOffset;
return *this;
}
::Utility::DynamicMemory::UniquePointer<ICollideable> Box::Clone( ) const
{
return ::Utility::DynamicMemory::UniquePointer<ICollideable>( new Box(*this) );
}
bool Box::Intersects( const ICollideable &target ) const
{
switch( target.type )
{
case Type_universe: return true;
case Type_point: return Utility::Intersect( *this, *(Point*)&target );
case Type_ray: return Utility::Intersect( *this, *(Ray*)&target, ((Ray*)&target)->collisionDistance );
case Type_sphere: return Utility::Intersect( *this, *(Sphere*)&target );
case Type_plane: return Utility::Intersect( *this, *(Plane*)&target );
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// case Type_triangle: return false; // TODO: :
case Type_box_axis_aligned: return Utility::Intersect( *this, *(BoxAxisAligned*)&target );
case Type_box: return Utility::Intersect( *this, *(Box*)&target );
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// case Type_frustrum: return false; // TODO: :
default: return false;
}
}
bool Box::Contains( const ICollideable &target ) const
{
switch( target.type )
{
case Type_point: return Utility::Intersect( *this, *(Point*)&target );
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// 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;
}
}