Danbias/Code/Physics/OysterPhysics3D/Plane.h

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/////////////////////////////////////////////////////////////////////
// Created by Dan Andersson 2013
/////////////////////////////////////////////////////////////////////
#pragma once
#ifndef OYSTER_COLLISION_3D_PLANE_H
#define OYSTER_COLLISION_3D_PLANE_H
#include "OysterMath.h"
#include "ICollideable.h"
namespace Oyster { namespace Collision3D
{
class Plane : public ICollideable
{
public:
union
{
struct{ ::Oyster::Math::Float4 normal; ::Oyster::Math::Float phasing; };
::Oyster::Math::Float element[5];
char byte[sizeof(::Oyster::Math::Float4) + sizeof(::Oyster::Math::Float)];
};
Plane( );
Plane( const ::Oyster::Math::Float4 &normal, const ::Oyster::Math::Float &phasing );
virtual ~Plane( );
Plane & operator = ( const Plane &plane );
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