Some compile error fixes
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@ -6,6 +6,7 @@
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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 "OysterMath.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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@ -60,8 +60,8 @@ bool Plane::Intersects( const ICollideable &target, ::Oyster::Math::Float3 &worl
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case Type_sphere: return Utility::Intersect( *this, *(Sphere*)&target, worldPointOfContact );
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case Type_plane: return Utility::Intersect( *(Plane*)&target, *this, worldPointOfContact );
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// case Type_triangle: return false; // TODO:
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case Type_box_axis_aligned: return Utility::Intersect( *(BoxAxisAligned*)&target, *this, worldPointOfContact );
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case Type_box: return Utility::Intersect( *(Box*)&target, *this, worldPointOfContact );
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case Type_box_axis_aligned: return false; // return Utility::Intersect( *(BoxAxisAligned*)&target, *this, worldPointOfContact );
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case Type_box: return false; // return Utility::Intersect( *(Box*)&target, *this, worldPointOfContact );
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case Type_frustrum: return false; // TODO:
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default: worldPointOfContact = NULL;
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return false;
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@ -58,8 +58,8 @@ bool Point::Intersects( const ICollideable &target, ::Oyster::Math::Float3 &worl
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case Type_sphere: return Utility::Intersect( *(Sphere*)&target, *this, worldPointOfContact );
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case Type_plane: return Utility::Intersect( *(Plane*)&target, *this, worldPointOfContact );
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// case Type_triangle: return false; // TODO:
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case Type_box_axis_aligned: return Utility::Intersect( *(BoxAxisAligned*)&target, *this, worldPointOfContact );
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case Type_box: return Utility::Intersect( *(Box*)&target, *this, worldPointOfContact );
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case Type_box_axis_aligned: return false; // return Utility::Intersect( *(BoxAxisAligned*)&target, *this, worldPointOfContact );
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case Type_box: return false; // return Utility::Intersect( *(Box*)&target, *this, worldPointOfContact );
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case Type_frustrum: return false; // TODO:
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default: worldPointOfContact = NULL;
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return false;
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@ -67,8 +67,8 @@ bool Ray::Intersects( const ICollideable &target, ::Oyster::Math::Float3 &worldP
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case Type_sphere: return Utility::Intersect( *(Sphere*)&target, *this, this->collisionDistance, worldPointOfContact );
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case Type_plane: return Utility::Intersect( *(Plane*)&target, *this, this->collisionDistance, worldPointOfContact );
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// case Type_triangle: return false; // TODO:
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case Type_box_axis_aligned: return Utility::Intersect( *(BoxAxisAligned*)&target, *this, this->collisionDistance, worldPointOfContact );
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case Type_box: return Utility::Intersect( *(Box*)&target, *this, this->collisionDistance, worldPointOfContact );
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case Type_box_axis_aligned: return false; // return Utility::Intersect( *(BoxAxisAligned*)&target, *this, this->collisionDistance, worldPointOfContact );
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case Type_box: return false; // return Utility::Intersect( *(Box*)&target, *this, this->collisionDistance, worldPointOfContact );
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case Type_frustrum: return false; // TODO:
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default: worldPointOfContact = NULL;
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return false;
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@ -10,7 +10,6 @@
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#ifndef OYSTER_COLLISION_3D_RAY_H
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#define OYSTER_COLLISION_3D_RAY_H
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#include "OysterMath.h"
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#include "ICollideable.h"
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namespace Oyster { namespace Collision3D
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@ -55,8 +55,8 @@ bool Sphere::Intersects( const ICollideable &target, ::Oyster::Math::Float3 &wor
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case Type_sphere: return Utility::Intersect( *this, *(Sphere*)&target, worldPointOfContact );
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case Type_plane: return Utility::Intersect( *(Plane*)&target, *this, worldPointOfContact );
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// case Type_triangle: return false; // TODO:
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case Type_box_axis_aligned: return Utility::Intersect( *(BoxAxisAligned*)&target, *this, worldPointOfContact );
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case Type_box: return Utility::Intersect( *(Box*)&target, *this, worldPointOfContact );
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case Type_box_axis_aligned: return false; // return Utility::Intersect( *(BoxAxisAligned*)&target, *this, worldPointOfContact );
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case Type_box: return false; // return Utility::Intersect( *(Box*)&target, *this, worldPointOfContact );
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case Type_frustrum: return false; // TODO:
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default: worldPointOfContact = Float3::null;
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return false;
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@ -7,6 +7,7 @@
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#define OYSTER_COLLISION_3D_UNIVERSE_H
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#include "ICollideable.h"
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#include "OysterMath.h"
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namespace Oyster { namespace Collision3D
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{
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