Danbias/Code/OysterPhysics3D/Line.h

40 lines
1.2 KiB
C++

/////////////////////////////////////////////////////////////////////
// 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::DynamicMemory::UniquePointer<ICollideable> 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