42 lines
1.2 KiB
C++
42 lines
1.2 KiB
C++
/////////////////////////////////////////////////////////////////////
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// Created by Dan Andersson 2013
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/////////////////////////////////////////////////////////////////////
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#pragma once
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#ifndef OYSTER_COLLISION_3D_BOX_H
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#define OYSTER_COLLISION_3D_BOX_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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{
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class Box : public ICollideable
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{
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public:
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union
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{
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struct{ ::Oyster::Math::Float4x4 rotation; ::Oyster::Math::Float4 center, boundingOffset; };
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struct
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{
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::Oyster::Math::Float4 xAxis;
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::Oyster::Math::Float4 yAxis;
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::Oyster::Math::Float4 zAxis;
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};
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char byte[sizeof(::Oyster::Math::Float4x4) + 2*sizeof(::Oyster::Math::Float4)];
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};
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Box( );
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Box( const ::Oyster::Math::Float4x4 &rotation, const ::Oyster::Math::Float3 &worldPos, const ::Oyster::Math::Float3 &size );
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virtual ~Box( );
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Box & operator = ( const Box &box );
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virtual ::Utility::DynamicMemory::UniquePointer<ICollideable> Clone( ) const;
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bool Intersects( const ICollideable &target ) const;
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bool Intersects( const ICollideable &target, ::Oyster::Math::Float4 &worldPointOfContact ) const;
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bool Contains( const ICollideable &target ) const;
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};
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} }
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#endif |