///////////////////////////////////////////////////////////////////// // Created by Dan Andersson 2013 ///////////////////////////////////////////////////////////////////// #include "Box.h" #include "OysterCollision3D.h" using namespace ::Oyster::Collision3D; using namespace ::Oyster::Math3D; Box::Box( ) : ICollideable(Type_box), rotation(Float4x4::identity), center(0.0f), boundingOffset(0.5f) {} Box::Box( const Float4x4 &r, const Float3 &p, const Float3 &s ) : ICollideable(Type_box), rotation(r), center(p), boundingOffset(s*0.5) {} Box::~Box( ) {} Box & Box::operator = ( const Box &box ) { this->rotation = box.rotation; this->center = box.center; this->boundingOffset = box.boundingOffset; return *this; } ::Utility::DynamicMemory::UniquePointer Box::Clone( ) const { return ::Utility::DynamicMemory::UniquePointer( new Box(*this) ); } bool Box::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 Utility::Intersect( *this, *(Box*)target ); // case Type_frustrum: return false; // TODO: : default: return false; } } bool Box::Contains( const ICollideable *target ) const { switch( target->type ) { case Type_point: return Utility::Intersect( *this, *(Point*)target ); // 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; } }