Danbias/Code/OysterPhysics3D/Box.h

43 lines
1.3 KiB
C++

/////////////////////////////////////////////////////////////////////
// Created by Dan Andersson 2013
/////////////////////////////////////////////////////////////////////
#pragma once
#ifndef OYSTER_COLLISION_3D_BOX_H
#define OYSTER_COLLISION_3D_BOX_H
#include "OysterMath.h"
#include "ICollideable.h"
namespace Oyster { namespace Collision3D
{
class Box : public ICollideable
{
public:
union
{
struct{ ::Oyster::Math::Float4x4 rotation; ::Oyster::Math::Float4 center, boundingOffset; };
struct
{
::Oyster::Math::Float4 xAxis;
::Oyster::Math::Float4 yAxis;
::Oyster::Math::Float4 zAxis;
};
char byte[sizeof(::Oyster::Math::Float4x4) + 2*sizeof(::Oyster::Math::Float4)];
};
Box( );
Box( const ::Oyster::Math::Float4x4 &rotation, const ::Oyster::Math::Float3 &worldPos, const ::Oyster::Math::Float3 &size );
Box( const ::Oyster::Math::Float4x4 &rotation, const ::Oyster::Math::Float4 &worldPos, const ::Oyster::Math::Float4 &size );
virtual ~Box( );
Box & operator = ( const Box &box );
virtual ::Utility::DynamicMemory::UniquePointer<ICollideable> Clone( ) const;
bool Intersects( const ICollideable &target ) const;
bool Intersects( const ICollideable &target, ::Oyster::Math::Float4 &worldPointOfContact ) const;
bool Contains( const ICollideable &target ) const;
};
} }
#endif