6e8fbca745
match the genesis editor version 1.3.0.653.
77 lines
3.0 KiB
C++
77 lines
3.0 KiB
C++
/****************************************************************************
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Copyright (c) 2010,RadonLabs GmbH
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef __intersection_H__
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#define __intersection_H__
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#include "math/ray.h"
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#include "math/sphere_.h"
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#include "math/bbox.h"
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#include "math/plane.h"
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#include "math/frustum.h"
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namespace Math
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{
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class Intersection
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{
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public:
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// Returns true if intersected
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// if intersected, fOut returns the first intersection point of the ray
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static bool Intersect( const Ray& ray, const float3& v0, const float3& v1, const float3& v2, scalar& fOut, scalar fTolerance = N_TINY );
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//// Return true if the ray1 intersect ray2
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//// if intersected, fOut1 returns the intersection point of the ray1
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//// if intersected, fOut2 returns the intersection point of the ray2
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static bool Intersect( const Ray& ray1, const Ray& ray2, scalar& fOut1, scalar& fOut2, scalar fTolerance = N_TINY );
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//// return true if the ray intersect line segment
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//// if intersect, fOut returns the intersection point of the ray
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static bool Intersect( const Ray& ray, const float3& lineBegin, const float3& lineEnd,scalar& fOut, scalar fTolerance = N_TINY );
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//// return ture if the ray Intersect the point.
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static bool Intersect( const Ray& ray, const float3& p, scalar fTolerance = N_TINY);
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// Returns true if the ray stats inside the box or in front of the sphere
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// if intersect, fOut1 is the first intersection;fOut2 is the second intersection
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static bool Intersect(const Ray& ray, const bbox& box, scalar& fOut1, scalar& fOut2);
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// return true if the sphere 0 intersect sphere 1
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static bool Intersect(const sphere& s0, const sphere& s1 );
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static bool Intersect(const bbox& box, const sphere& sph);
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static bool Intersect(const sphere& sph, const frustum& fru);
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static bool Intersect(const sphere& sph, const plane* p, const int planeCount);
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};
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}
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#endif // __intersection_H__
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