///////////////////////////////////////////////////////////////////// // Created by Dan Andersson 2013 ///////////////////////////////////////////////////////////////////// #include "BoxAxisAligned.h" #include "Collision.h" using namespace ::Oyster::Collision; using namespace ::Oyster::Math; BoxAxisAligned::BoxAxisAligned( ) : ICollideable(ICollideable::BoxAxisAligned), minVertex(-0.5f,-0.5f,-0.5f), maxVertex(0.5f,0.5f,0.5f) {} BoxAxisAligned::BoxAxisAligned( const BoxAxisAligned &box ) : ICollideable(ICollideable::BoxAxisAligned), minVertex(box.minVertex), maxVertex(box.maxVertex) {} BoxAxisAligned::BoxAxisAligned( const Float3 &_minVertex, const Float3 &_maxVertex ) : ICollideable(ICollideable::BoxAxisAligned), minVertex(_minVertex), maxVertex(_maxVertex) {} BoxAxisAligned::BoxAxisAligned( const Float &leftClip, const Float &rightClip, const Float &topClip, const Float &bottomClip, const Float &nearClip, const Float &farClip ) : ICollideable(ICollideable::BoxAxisAligned), minVertex(leftClip, bottomClip, nearClip), maxVertex(rightClip, topClip, farClip) {} BoxAxisAligned::~BoxAxisAligned( ) { /*Nothing needs to be done here*/ } BoxAxisAligned & BoxAxisAligned::operator = ( const BoxAxisAligned &box ) { this->minVertex = box.minVertex; this->maxVertex = box.maxVertex; return *this; } ICollideable* BoxAxisAligned::clone( ) const { return new BoxAxisAligned( *this ); } bool BoxAxisAligned::Intersects( const ICollideable *target ) const { switch( target->type ) { case ICollideable::Point: return Utility::intersect( *this, *(Collision::Point*)target ); case ICollideable::Ray: return Utility::intersect( *this, *(Collision::Ray*)target, ((Collision::Ray*)target)->collisionDistance ); case ICollideable::Sphere: return Utility::intersect( *this, *(Collision::Sphere*)target ); case ICollideable::Plane: return Utility::intersect( *this, *(Collision::Plane*)target ); case ICollideable::Triangle: return false; // TODO case ICollideable::BoxAxisAligned: return Utility::intersect( *this, *(Collision::BoxAxisAligned*)target ); case ICollideable::Box: return false; // TODO case ICollideable::Frustrum: return false; // TODO default: return false; } } bool BoxAxisAligned::Contains( const ICollideable *target ) const { switch( target->type ) { case ICollideable::Point: return false; // TODO case ICollideable::Sphere: return false; // TODO case ICollideable::Triangle: return false; // TODO case ICollideable::BoxAxisAligned: return false; // TODO case ICollideable::Box: return false; // TODO case ICollideable::Frustrum: return false; // TODO default: return false; } } ICollideable::State BoxAxisAligned::Advanced( const ICollideable *target ) const { return ICollideable::Missed; } //Not supported returns 0