///////////////////////////////////////////////////////////////////// // Created by Dan Andersson 2013 ///////////////////////////////////////////////////////////////////// #pragma once #ifndef OYSTER_COLLISION_3D_LINE_H #define OYSTER_COLLISION_3D_LINE_H #include "OysterMath.h" #include "ICollideable.h" #include "Ray.h" namespace Oyster { namespace Collision3D { class Line : public ICollideable { public: union { struct { class Ray ray; ::Oyster::Math::Float length; }; char byte[sizeof(class Ray) + sizeof(::Oyster::Math::Float)]; }; Line( ); Line( const class Ray &ray, const ::Oyster::Math::Float &length ); Line( const ::Oyster::Math::Float3 &origin, const ::Oyster::Math::Float3 &normalizedDirection, const ::Oyster::Math::Float &length ); virtual ~Line( ); Line & operator = ( const Line &line ); virtual ::Utility::Memory::UniquePointer Clone( ) const; bool Intersects( const ICollideable *target ) const; bool Contains( const ICollideable *target ) const; }; } } #endif