///////////////////////////////////////////////////////////////////// // Created by Dan Andersson 2013 /* Ray::direction is assumed to be normalized! - Dan */ ///////////////////////////////////////////////////////////////////// #pragma once #ifndef OYSTER_COLLISION_RAY_H #define OYSTER_COLLISION_RAY_H #include "OysterMath.h" #include "ICollideable.h" namespace Oyster { namespace Collision { class Ray : public ICollideable { public: union { struct{ ::Oyster::Math::Float3 origin, direction; }; char byte[2*sizeof(::Oyster::Math::Float3)]; }; mutable float collisionDistance; Ray( ); Ray( const Ray &ray ); Ray( const ::Oyster::Math::Float3 &origin, const ::Oyster::Math::Float3 &normalizedDirection ); ~Ray( ); Ray & operator = ( const Ray &ray ); ICollideable* clone( ) const; bool Intersects( const ICollideable *target ) const; bool Contains( const ICollideable *target ) const; ICollideable::State Advanced( const ICollideable *target ) const; //Not supported returns 0; }; } } #endif