79 lines
2.7 KiB
C++
79 lines
2.7 KiB
C++
/////////////////////////////////////////////////////////////////////
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// Created by Dan Andersson 2013
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/////////////////////////////////////////////////////////////////////
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#include "BoxAxisAligned.h"
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#include "OysterCollision3D.h"
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using namespace ::Oyster::Collision3D;
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using namespace ::Oyster::Math3D;
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BoxAxisAligned::BoxAxisAligned( ) : ICollideable(Type_box_axis_aligned)
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{
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this->minVertex = Float3(-0.5f,-0.5f,-0.5f );
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this->maxVertex = Float3( 0.5f, 0.5f, 0.5f );
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}
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BoxAxisAligned::BoxAxisAligned( const Float3 &minVertex, const Float3 &maxVertex ) : ICollideable(Type_box_axis_aligned)
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{
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this->minVertex = Float4( minVertex, 1.0f );
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this->maxVertex = Float4( maxVertex, 1.0f );
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}
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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)
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{
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this->minVertex = Float4( leftClip, bottomClip, nearClip, 1.0f );
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this->maxVertex = Float4( rightClip, topClip, farClip, 1.0f );
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}
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BoxAxisAligned::~BoxAxisAligned( ) {}
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BoxAxisAligned & BoxAxisAligned::operator = ( const BoxAxisAligned &box )
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{
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this->minVertex = box.minVertex;
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this->maxVertex = box.maxVertex;
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return *this;
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}
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::Utility::DynamicMemory::UniquePointer<ICollideable> BoxAxisAligned::Clone( ) const
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{
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return ::Utility::DynamicMemory::UniquePointer<ICollideable>( new BoxAxisAligned(*this) );
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}
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bool BoxAxisAligned::Intersects( const ICollideable &target ) const
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{
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switch( target.type )
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{
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case Type_universe: return true;
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case Type_point: return Utility::Intersect( *this, (const Point&)target );
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case Type_ray: return Utility::Intersect( *this, (const Ray&)target, ((const Ray&)target).collisionDistance );
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case Type_sphere: return Utility::Intersect( *this, (const Sphere&)target );
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case Type_plane: return Utility::Intersect( *this, (const Plane&)target );
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// case Type_triangle: return false; // TODO:
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case Type_box_axis_aligned: return Utility::Intersect( *this, (const BoxAxisAligned&)target );
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// case Type_box: return false; // TODO:
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// case Type_frustrum: return false; // TODO:
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default: return false;
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}
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}
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bool BoxAxisAligned::Intersects( const ICollideable &target, Float4 &worldPointOfContact ) const
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{
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//! @todo TODO: implement stub properly
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return this->Intersects( target );
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}
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bool BoxAxisAligned::Contains( const ICollideable &target ) const
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{
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//switch( target.type )
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//{
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////case Type_point: return false; // TODO:
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////case Type_sphere: return false; // TODO:
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////case Type_triangle: return false; // TODO:
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////case Type_box_axis_aligned: return false; // TODO:
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////case Type_box: return false; // TODO:
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////case Type_frustrum: return false; // TODO:
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//default: return false;
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//}
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return false;
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} |