///////////////////////////////////////////////////////////////////// // Created by Dan Andersson 2013 /* Ray::direction is assumed to be normalized! - Dan */ ///////////////////////////////////////////////////////////////////// #pragma once #ifndef OYSTER_COLLISION_3D_RAY_H #define OYSTER_COLLISION_3D_RAY_H #include "ICollideable.h" namespace Oyster { namespace Collision3D { class Ray : public ICollideable { public: union { struct { ::Oyster::Math::Float4 origin, direction; /// Assumed to be normalized }; char byte[2*sizeof(::Oyster::Math::Float4)]; }; mutable float collisionDistance; Ray( ); Ray( const ::Oyster::Math::Float3 &origin, const ::Oyster::Math::Float3 &normalizedDirection ); Ray( const ::Oyster::Math::Float4 &origin, const ::Oyster::Math::Float4 &normalizedDirection ); virtual ~Ray( ); Ray & operator = ( const Ray &ray ); virtual ::Utility::DynamicMemory::UniquePointer 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