Danbias/Code/OysterPhysics3D/Box.cpp

54 lines
1.9 KiB
C++

/////////////////////////////////////////////////////////////////////
// Created by Dan Andersson 2013
/////////////////////////////////////////////////////////////////////
#include "Box.h"
#include "OysterCollision3D.h"
using namespace ::Oyster::Collision3D;
using namespace ::Oyster::Math3D;
Box::Box( ) : ICollideable(Type_box), orientation(Float4x4::identity), boundingOffset() {}
Box::Box( const Float4x4 &o, const Float3 &s ) : ICollideable(Type_box), orientation(o), boundingOffset(s*0.5) {}
Box::~Box( ) {}
Box & Box::operator = ( const Box &box )
{
this->orientation = box.orientation;
this->boundingOffset = box.boundingOffset;
return *this;
}
::Utility::DynamicMemory::UniquePointer<ICollideable> Box::Clone( ) const
{ return ::Utility::DynamicMemory::UniquePointer<ICollideable>( 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;
}
}