Danbias/Code/OysterPhysics3D/Cone.h

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/////////////////////////////////////////////////////////////////////
// Created by Erik Persson 2014
/////////////////////////////////////////////////////////////////////
#pragma once
#ifndef OYSTER_COLLISION_3D_CONE_H
#define OYSTER_COLLISION_3D_CONE_H
#include "OysterMath.h"
#include "ICollideable.h"
namespace Oyster
{
namespace Collision3D
{
class Cone : public ICollideable
{
public:
Cone();
Cone( const ::Oyster::Math::Float3 &height, const Oyster::Math::Float3 &position, const ::Oyster::Math::Float &radius );
Cone( const ::Oyster::Math::Float4 &height, const Oyster::Math::Float4 &position, const ::Oyster::Math::Float &radius );
virtual ~Cone( );
Cone & operator = ( const Cone &Cone );
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virtual ::Utility::DynamicMemory::UniquePointer<ICollideable> Clone( ) const;
bool Intersects( const ICollideable &target ) const{return false;};
bool Intersects( const ICollideable &target, ::Oyster::Math::Float4 &worldPointOfContact ) const{return false;};
bool Contains( const ICollideable &target ) const{return false;};
::Oyster::Math::Float TimeOfContact( const ICollideable &deuterStart, const ICollideable &deuterEnd ) const{return 0;};
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Oyster::Math::Float3 height;
Oyster::Math::Float3 position;
Oyster::Math::Float radius;
};
}
}
#endif