Danbias/OysterPhysics3D/Collision/BoxAxisAligned.h

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/////////////////////////////////////////////////////////////////////
// Created by Dan Andersson 2013
/////////////////////////////////////////////////////////////////////
#pragma once
#ifndef OYSTER_COLLISION_BOXAXISALIGNED_H
#define OYSTER_COLLISION_BOXAXISALIGNED_H
#include "OysterMath.h"
#include "ICollideable.h"
namespace Oyster { namespace Collision
{
class BoxAxisAligned : public ICollideable
{
public:
union
{
struct{ ::Oyster::Math::Float3 minVertex, maxVertex; };
char byte[2*sizeof(::Oyster::Math::Float3)];
};
BoxAxisAligned( );
BoxAxisAligned( const BoxAxisAligned &box );
BoxAxisAligned( const ::Oyster::Math::Float3 &minVertex, const ::Oyster::Math::Float3 &maxVertex );
BoxAxisAligned( const ::Oyster::Math::Float &leftClip, const ::Oyster::Math::Float &rightClip, const ::Oyster::Math::Float &topClip, const ::Oyster::Math::Float &bottomClip, const ::Oyster::Math::Float &nearClip, const ::Oyster::Math::Float &farClip );
~BoxAxisAligned( );
BoxAxisAligned & operator = ( const BoxAxisAligned &box );
ICollideable* clone( ) const;
bool Intersects( const ICollideable *target ) const;
bool Contains( const ICollideable *target ) const;
ICollideable::State Advanced( const ICollideable *target ) const; //Not supported returns 0;
};
} }
#endif