///////////////////////////////////////////////////////////////////// // Created by Dan Andersson 2013 ///////////////////////////////////////////////////////////////////// #pragma once #ifndef OYSTER_COLLISION_3D_BOXAXISALIGNED_H #define OYSTER_COLLISION_3D_BOXAXISALIGNED_H #include "OysterMath.h" #include "ICollideable.h" namespace Oyster { namespace Collision3D { class BoxAxisAligned : public ICollideable { public: union { struct{ ::Oyster::Math::Float3 minVertex, maxVertex; }; char byte[2*sizeof(::Oyster::Math::Float3)]; }; BoxAxisAligned( ); 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 ); virtual ~BoxAxisAligned( ); BoxAxisAligned & operator = ( const BoxAxisAligned &box ); virtual ::Utility::DynamicMemory::UniquePointer Clone( ) const; bool Intersects( const ICollideable &target ) const; bool Intersects( const ICollideable &target, ::Oyster::Math::Float3 &worldPointOfContact ) const; bool Contains( const ICollideable &target ) const; }; } } #endif