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)
{
this->rotation = Float4x4::identity;
this->center =0.0f;
this->boundingOffset = Float3(0.5f);
}
Box::Box( const Float4x4 &r, const Float3 &p, const Float3 &s ) : ICollideable(Type_box)
{
this->rotation = r;
this->center = Float4( p, 1.0f );
this->boundingOffset = Float4( s * 0.5f , 0.0f);
}
Box::Box( const Float4x4 &r, const Float4 &p, const Float4 &s ) : ICollideable(Type_box)
{
this->rotation = r;
this->center = p;
this->boundingOffset = s * 0.5f;
}
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 )
{
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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 Utility::Intersect( *this, (const Box&)target );
// case Type_frustrum: return false; // TODO: :
default: return false;
}
}
bool Box::Intersects( const ICollideable &target, Float4 &worldPointOfContact ) const
{
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switch( target.type )
{
case Type_universe:
worldPointOfContact = this->center;
return true;
case Type_point: return Utility::Intersect( *this, (const Point&)target, worldPointOfContact );
case Type_ray: return Utility::Intersect( *this, (const Ray&)target, ((const Ray&)target).collisionDistance, worldPointOfContact );
case Type_sphere: return Utility::Intersect( *this, (const Sphere&)target, worldPointOfContact );
case Type_plane: return Utility::Intersect( *this, (const Plane&)target, worldPointOfContact );
// case Type_triangle: return false; // TODO: :
case Type_box_axis_aligned: return Utility::Intersect( *this, (const BoxAxisAligned&)target, worldPointOfContact );
case Type_box: return Utility::Intersect( *this, (const Box&)target, worldPointOfContact );
// case Type_frustrum: return false; // TODO: :
default: return false;
}
}
bool Box::Contains( const ICollideable &target ) const
{
switch( target.type )
{
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case Type_point: return Utility::Intersect( *this, (const Point&)target );
//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;
}
}