Danbias/Code/Physics/OysterPhysics3D/Ray.h

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/////////////////////////////////////////////////////////////////////
// Created by Dan Andersson 2013
/*
Ray::direction is assumed to be normalized!
- Dan
*/
/////////////////////////////////////////////////////////////////////
#pragma once
#ifndef OYSTER_COLLISION_3D_RAY_H
#define OYSTER_COLLISION_3D_RAY_H
#include "ICollideable.h"
namespace Oyster { namespace Collision3D
{
class Ray : public ICollideable
{
public:
union
{
struct
{
::Oyster::Math::Float4 origin,
direction; /// Assumed to be normalized
};
char byte[2*sizeof(::Oyster::Math::Float4)];
};
mutable float collisionDistance;
Ray( );
Ray( const ::Oyster::Math::Float3 &origin, const ::Oyster::Math::Float3 &normalizedDirection );
2013-12-18 09:25:04 +01:00
Ray( const ::Oyster::Math::Float4 &origin, const ::Oyster::Math::Float4 &normalizedDirection );
virtual ~Ray( );
Ray & operator = ( const Ray &ray );
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;
::Oyster::Math::Float TimeOfContact( const ICollideable &deuterStart, const ICollideable &deuterEnd ) const;
};
} }
#endif