Danbias/OysterPhysics3D/Collision/Ray.h

42 lines
1.0 KiB
C++

/////////////////////////////////////////////////////////////////////
// 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