///////////////////////////////////////////////////////////////////// // 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 Clone( ) const; bool Intersects( const ICollideable *target ) const; bool Contains( const ICollideable *target ) const; }; } } #endif