88 lines
3.1 KiB
C++
88 lines
3.1 KiB
C++
/////////////////////////////////////////////////////////////////////
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// Created by Dan Andersson 2013
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/////////////////////////////////////////////////////////////////////
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#include "Box.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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Box::Box( ) : ICollideable(Type_box)
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{
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this->rotation = Float4x4::identity;
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this->center =0.0f;
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this->boundingOffset = Float3(0.5f);
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}
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Box::Box( const Float4x4 &r, const Float3 &p, const Float3 &s ) : ICollideable(Type_box)
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{
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this->rotation = r;
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this->center = Float4( p, 1.0f );
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this->boundingOffset = Float4( s * 0.5f , 0.0f);
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}
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Box::~Box( ) {}
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Box & Box::operator = ( const Box &box )
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{
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this->rotation = box.rotation;
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this->center = box.center;
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this->boundingOffset = box.boundingOffset;
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return *this;
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}
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::Utility::DynamicMemory::UniquePointer<ICollideable> Box::Clone( ) const
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{
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return ::Utility::DynamicMemory::UniquePointer<ICollideable>( new Box(*this) );
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}
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bool Box::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 Utility::Intersect( *this, (const Box&)target );
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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 Box::Intersects( const ICollideable &target, Float4 &worldPointOfContact ) const
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{
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switch( target.type )
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{
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case Type_universe:
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worldPointOfContact = this->center;
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return true;
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case Type_point: return Utility::Intersect( *this, (const Point&)target, worldPointOfContact );
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case Type_ray: return Utility::Intersect( *this, (const Ray&)target, ((const Ray&)target).collisionDistance, worldPointOfContact );
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case Type_sphere: return Utility::Intersect( *this, (const Sphere&)target, worldPointOfContact );
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case Type_plane: return Utility::Intersect( *this, (const Plane&)target, worldPointOfContact );
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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, worldPointOfContact );
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case Type_box: return Utility::Intersect( *this, (const Box&)target, worldPointOfContact );
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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 Box::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 Utility::Intersect( *this, (const Point&)target );
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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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} |