Ult3D
Implementation of "Ultimate 3D Game Engine Design & Architecture" by Allan Sherrod
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Ray.h
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1#ifndef ULT_MATH_RAY_H_INCLUDED
2#define ULT_MATH_RAY_H_INCLUDED
3
4#include <Ult/Math/Vector3D.h>
5
6namespace Ult
7{
8
13class Ray
14{
15public:
19 Ray();
23 Ray(const Vector3D& origin, const Vector3D& dir);
24
29 bool Intersect(const Vector3D& pos, const float radius, float* dist) const;
35 bool Intersect(const Vector3D& p1, const Vector3D& p2, const Vector3D& p3, const bool cull, float* dist) const;
36 //TODO
37 //bool Intersect(const Plane& pl, const bool cull, float* dist) const;
42 bool Intersect(const Vector3D& bbMin, const Vector3D& bbMax, Vector3D* intersectPoint) const;
43
48};
49
50} // namespace Ult
51
52#endif // ULT_MATH_RAY_H_INCLUDED
53
Vector3D mDirection
Definition Ray.h:47
Vector3D mOrigin
Definition Ray.h:45
Ray()
Definition Ray.cpp:7
bool Intersect(const Vector3D &pos, const float radius, float *dist) const
Definition Ray.cpp:14
Definition Vector3D.h:12
Definition Archive.h:13