Ult3D
Implementation of "Ultimate 3D Game Engine Design & Architecture" by Allan Sherrod
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Ray.h
Go to the documentation of this file.
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#ifndef ULT_MATH_RAY_H_INCLUDED
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#define ULT_MATH_RAY_H_INCLUDED
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#include <
Ult/Math/Vector3D.h
>
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namespace
Ult
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{
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class
Ray
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{
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public
:
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Ray
();
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Ray
(
const
Vector3D
& origin,
const
Vector3D
& dir);
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bool
Intersect
(
const
Vector3D
& pos,
const
float
radius,
float
* dist)
const
;
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bool
Intersect
(
const
Vector3D
& p1,
const
Vector3D
& p2,
const
Vector3D
& p3,
const
bool
cull,
float
* dist)
const
;
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//TODO
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//bool Intersect(const Plane& pl, const bool cull, float* dist) const;
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bool
Intersect
(
const
Vector3D
& bbMin,
const
Vector3D
& bbMax,
Vector3D
* intersectPoint)
const
;
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Vector3D
mOrigin
;
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Vector3D
mDirection
;
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};
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}
// namespace Ult
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#endif
// ULT_MATH_RAY_H_INCLUDED
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Vector3D.h
Ult::Ray::mDirection
Vector3D mDirection
Definition
Ray.h:47
Ult::Ray::mOrigin
Vector3D mOrigin
Definition
Ray.h:45
Ult::Ray::Ray
Ray()
Definition
Ray.cpp:7
Ult::Ray::Intersect
bool Intersect(const Vector3D &pos, const float radius, float *dist) const
Definition
Ray.cpp:14
Ult::Vector3D
Definition
Vector3D.h:12
Ult
Definition
Archive.h:13
include
Ult
Math
Ray.h
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