///////////////////////////////////////////////////////////////////// // Created by Dan Andersson 2013 ///////////////////////////////////////////////////////////////////// #include "BoxAxisAligned.h" #include "OysterCollision3D.h" using namespace ::Oyster::Collision3D; using namespace ::Oyster::Math3D; BoxAxisAligned::BoxAxisAligned( ) : ICollideable(Type_box_axis_aligned) { this->minVertex = Float3(-0.5f,-0.5f,-0.5f ); this->maxVertex = Float3( 0.5f, 0.5f, 0.5f ); } BoxAxisAligned::BoxAxisAligned( const Float3 &_minVertex, const Float3 &_maxVertex ) : ICollideable(Type_box_axis_aligned) { this->minVertex = _minVertex; this->maxVertex = _maxVertex; } BoxAxisAligned::BoxAxisAligned( const Float &leftClip, const Float &rightClip, const Float &topClip, const Float &bottomClip, const Float &nearClip, const Float &farClip ) : ICollideable(Type_box_axis_aligned) { this->minVertex = Float3( leftClip, bottomClip, nearClip ); this->maxVertex = Float3( rightClip, topClip, farClip ); } BoxAxisAligned::~BoxAxisAligned( ) {} BoxAxisAligned & BoxAxisAligned::operator = ( const BoxAxisAligned &box ) { this->minVertex = box.minVertex; this->maxVertex = box.maxVertex; return *this; } ::Utility::DynamicMemory::UniquePointer BoxAxisAligned::Clone( ) const { return ::Utility::DynamicMemory::UniquePointer( new BoxAxisAligned(*this) ); } bool BoxAxisAligned::Intersects( const ICollideable &target ) const { switch( target.type ) { case Type_universe: return true; case Type_point: return Utility::Intersect( *this, *(Point*)&target ); case Type_ray: return Utility::Intersect( *this, *(Ray*)&target, ((Ray*)&target)->collisionDistance ); case Type_sphere: return Utility::Intersect( *this, *(Sphere*)&target ); case Type_plane: return Utility::Intersect( *this, *(Plane*)&target ); // case Type_triangle: return false; // TODO: case Type_box_axis_aligned: return Utility::Intersect( *this, *(BoxAxisAligned*)&target ); // case Type_box: return false; // TODO: // case Type_frustrum: return false; // TODO: default: return false; } } bool BoxAxisAligned::Intersects( const ICollideable &target, Float3 &worldPointOfContact ) const { //! @todo TODO: implement stub properly return this->Intersects( target ); } bool BoxAxisAligned::Contains( const ICollideable &target ) const { switch( target.type ) { // case Type_point: return false; // TODO: // 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; } }