Danbias/OysterPhysics3D/Collision/Frustrum.h

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/////////////////////////////////////////////////////////////////////
// Created by Dan Andersson 2013
/////////////////////////////////////////////////////////////////////
#pragma once
#ifndef OYSTER_COLLISION_3D_FRUSTRUM_H
#define OYSTER_COLLISION_3D_FRUSTRUM_H
#include "OysterMath.h"
#include "ICollideable.h"
#include "Plane.h"
namespace Oyster { namespace Collision3D
{
class Frustrum : public ICollideable
{
public:
union
{
struct{ class Plane plane[6]; };
struct
{ class Plane leftPlane, rightPlane, bottomPlane, topPlane, nearPlane, farPlane; };
};
Frustrum( );
Frustrum( const ::Oyster::Math::Float4x4 &viewProjection );
virtual ~Frustrum( );
Frustrum & operator = ( const Frustrum &frustrum );
Frustrum & operator = ( const ::Oyster::Math::Float4x4 &viewProjection );
void Split( Frustrum targetList[], unsigned int numX, unsigned int numY = 1U, unsigned int numZ = 1u ) const;
void WriteToByte( unsigned char targetMem[], unsigned int &nextIndex ) const;
virtual ::Utility::Memory::UniquePointer<ICollideable> Clone( ) const;
bool Intersects( const ICollideable *target ) const;
bool Contains( const ICollideable *target ) const;
};
} }
#endif