Danbias/Code/OysterPhysics3D/BoxAxisAligned.cpp

72 lines
2.4 KiB
C++

/////////////////////////////////////////////////////////////////////
// Created by Dan Andersson 2013
/////////////////////////////////////////////////////////////////////
#include "BoxAxisAligned.h"
#include "OysterCollision3D.h"
using namespace ::Oyster::Collision3D;
using namespace ::Oyster::Math3D;
BoxAxisAligned::BoxAxisAligned( ) : ICollideable(Type_box_axis_aligned)
{
this->minVertex = Float3(-0.5f,-0.5f,-0.5f );
this->maxVertex = Float3( 0.5f, 0.5f, 0.5f );
}
BoxAxisAligned::BoxAxisAligned( const Float3 &_minVertex, const Float3 &_maxVertex ) : ICollideable(Type_box_axis_aligned)
{
this->minVertex = _minVertex;
this->maxVertex = _maxVertex;
}
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)
{
this->minVertex = Float3( leftClip, bottomClip, nearClip );
this->maxVertex = Float3( rightClip, topClip, farClip );
}
BoxAxisAligned::~BoxAxisAligned( ) {}
BoxAxisAligned & BoxAxisAligned::operator = ( const BoxAxisAligned &box )
{
this->minVertex = box.minVertex;
this->maxVertex = box.maxVertex;
return *this;
}
::Utility::DynamicMemory::UniquePointer<ICollideable> BoxAxisAligned::Clone( ) const
{
return ::Utility::DynamicMemory::UniquePointer<ICollideable>( new BoxAxisAligned(*this) );
}
bool BoxAxisAligned::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 false; // TODO:
// case Type_frustrum: return false; // TODO:
default: return false;
}
}
bool BoxAxisAligned::Contains( const ICollideable &target ) const
{
switch( target.type )
{
// case Type_point: return false; // TODO:
// 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;
}
}