Danbias/Code/OysterPhysics3D/Frustrum.h

55 lines
1.9 KiB
C++

/////////////////////////////////////////////////////////////////////
// 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( unsigned int numX, unsigned int numY, unsigned int numZ, Frustrum targetList[] ) const;
void WriteToByte( unsigned int &nextIndex, unsigned char targetMem[] ) const;
void Split( Frustrum targetList[], unsigned int numX, unsigned int numY = 1U, unsigned int numZ = 1u ) const; /// DEPRECATED
void WriteToByte( unsigned char targetMem[], unsigned int &nextIndex ) const; /// DEPRECATED
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;
};
// INLINE IMPLEMENTATIONS ///////////////////////////////////////
inline void Frustrum::Split( Frustrum targetList[], unsigned int numX, unsigned int numY, unsigned int numZ ) const /// DEPRECATED
{ this->Split( numX, numY, numZ, targetList ); }
inline void Frustrum::WriteToByte( unsigned char targetMem[], unsigned int &nextIndex ) const /// DEPRECATED
{ this->WriteToByte( nextIndex, targetMem ); }
} }
#endif