2014-02-12 10:16:00 +01:00
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/////////////////////////////////////////////////////////////////////
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// Created by Erik Persson 2014
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/////////////////////////////////////////////////////////////////////
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#pragma once
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#ifndef OYSTER_COLLISION_3D_CONE_H
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#define OYSTER_COLLISION_3D_CONE_H
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#include "OysterMath.h"
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#include "ICollideable.h"
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namespace Oyster
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{
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namespace Collision3D
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{
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class Cone : public ICollideable
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{
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public:
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Cone();
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Cone( const ::Oyster::Math::Float3 &height, const Oyster::Math::Float3 &position, const ::Oyster::Math::Float &radius );
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Cone( const ::Oyster::Math::Float4 &height, const Oyster::Math::Float4 &position, const ::Oyster::Math::Float &radius );
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virtual ~Cone( );
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Cone & operator = ( const Cone &Cone );
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2014-02-12 11:32:30 +01:00
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virtual ::Utility::DynamicMemory::UniquePointer<ICollideable> Clone( ) const;
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bool Intersects( const ICollideable &target ) const{return false;};
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bool Intersects( const ICollideable &target, ::Oyster::Math::Float4 &worldPointOfContact ) const{return false;};
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bool Contains( const ICollideable &target ) const{return false;};
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::Oyster::Math::Float TimeOfContact( const ICollideable &deuterStart, const ICollideable &deuterEnd ) const{return 0;};
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2014-02-12 10:16:00 +01:00
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Oyster::Math::Float3 height;
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Oyster::Math::Float3 position;
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Oyster::Math::Float radius;
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};
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}
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}
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#endif
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