oops .. missed including these in the last one
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@ -3,13 +3,13 @@
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/////////////////////////////////////////////////////////////////////
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#pragma once
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#ifndef OYSTER_COLLISION_BOX_H
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#define OYSTER_COLLISION_BOX_H
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#ifndef OYSTER_COLLISION_3D_BOX_H
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#define OYSTER_COLLISION_3D_BOX_H
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#include "OysterMath.h"
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#include "ICollideable.h"
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namespace Oyster { namespace Collision
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namespace Oyster { namespace Collision3D
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{
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class Box : public ICollideable
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{
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@ -28,16 +28,14 @@ namespace Oyster { namespace Collision
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};
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Box( );
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Box( const Box &box );
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Box( const ::Oyster::Math::Float4x4 &orientation, const ::Oyster::Math::Float3 &size );
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~Box( );
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virtual ~Box( );
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Box & operator = ( const Box &box );
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ICollideable* clone( ) const;
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virtual ::Utility::Memory::UniquePointer<ICollideable> Clone( ) const;
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bool Intersects( const ICollideable *target ) const;
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bool Contains( const ICollideable *target ) const;
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ICollideable::State Advanced( const ICollideable *target ) const; //Not supported returns 0;
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};
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} }
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@ -3,13 +3,13 @@
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/////////////////////////////////////////////////////////////////////
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#pragma once
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#ifndef OYSTER_COLLISION_BOXAXISALIGNED_H
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#define OYSTER_COLLISION_BOXAXISALIGNED_H
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#ifndef OYSTER_COLLISION_3D_BOXAXISALIGNED_H
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#define OYSTER_COLLISION_3D_BOXAXISALIGNED_H
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#include "OysterMath.h"
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#include "ICollideable.h"
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namespace Oyster { namespace Collision
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namespace Oyster { namespace Collision3D
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{
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class BoxAxisAligned : public ICollideable
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{
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@ -21,17 +21,15 @@ namespace Oyster { namespace Collision
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};
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BoxAxisAligned( );
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BoxAxisAligned( const BoxAxisAligned &box );
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BoxAxisAligned( const ::Oyster::Math::Float3 &minVertex, const ::Oyster::Math::Float3 &maxVertex );
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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 );
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~BoxAxisAligned( );
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virtual ~BoxAxisAligned( );
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BoxAxisAligned & operator = ( const BoxAxisAligned &box );
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ICollideable* clone( ) const;
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virtual ::Utility::Memory::UniquePointer<ICollideable> Clone( ) const;
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bool Intersects( const ICollideable *target ) const;
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bool Contains( const ICollideable *target ) const;
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ICollideable::State Advanced( const ICollideable *target ) const; //Not supported returns 0;
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};
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} }
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@ -3,10 +3,11 @@
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// Edited by Dan Andersson 2013
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/////////////////////////////////////////////////////////////////////
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#pragma once
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#ifndef OYSTER_COLLISION_3D_ICOLLIDEABLE_H
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#define OYSTER_COLLISION_3D_ICOLLIDEABLE_H
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#include "Utilities.h"
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namespace Oyster { namespace Collision3D /// Contains a collection of 3D shapes and intercollission algorithms.
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{
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class ICollideable
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ICollideable( Type type = Type_undefined );
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virtual ICollideable* clone( ) const = 0; // TODO: use smart unique pointer here
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virtual ::Utility::Memory::UniquePointer<ICollideable> Clone( ) const = 0;
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virtual bool Intersects( const ICollideable *target ) const = 0;
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virtual bool Contains( const ICollideable *target ) const = 0;
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};
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@ -3,13 +3,13 @@
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/////////////////////////////////////////////////////////////////////
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#pragma once
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#ifndef OYSTER_COLLISION_SPHERE_H
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#define OYSTER_COLLISION_SPHERE_H
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#ifndef OYSTER_COLLISION_3D_SPHERE_H
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#define OYSTER_COLLISION_3D_SPHERE_H
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#include "OysterMath.h"
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#include "ICollideable.h"
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namespace Oyster { namespace Collision
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namespace Oyster { namespace Collision3D
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{
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class Sphere : public ICollideable
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{
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};
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Sphere( );
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Sphere( const Sphere &point );
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Sphere( const ::Oyster::Math::Float3 &position, const ::Oyster::Math::Float &radius );
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~Sphere( );
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Sphere( const ::Oyster::Math::Float3 ¢er, const ::Oyster::Math::Float &radius );
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virtual ~Sphere( );
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Sphere & operator = ( const Sphere &sphere );
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ICollideable* clone( ) const;
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virtual ::Utility::Memory::UniquePointer<ICollideable> Clone( ) const;
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bool Intersects( const ICollideable *target ) const;
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bool Contains( const ICollideable *target ) const;
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ICollideable::State Advanced( const ICollideable *target ) const; //Not supported returns 0;
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};
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} }
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