📄 wmlintrbox3box3.h
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// Magic Software, Inc.
// http://www.magic-software.com
// http://www.wild-magic.com
// Copyright (c) 2003. All Rights Reserved
//
// The Wild Magic Library (WML) source code is supplied under the terms of
// the license agreement http://www.magic-software.com/License/WildMagic.pdf
// and may not be copied or disclosed except in accordance with the terms of
// that agreement.
#ifndef WMLINTR3DBOXBOX_H
#define WMLINTR3DBOXBOX_H
#include "WmlBox3.h"
namespace Wml
{
// boxes are stationary
template <class Real>
WML_ITEM bool TestIntersection (const Box3<Real>& rkBox0,
const Box3<Real>& rkBox1);
// boxes have constant linear velocity
template <class Real>
WML_ITEM bool TestIntersection (Real fTime, const Box3<Real>& rkBox0,
const Vector3<Real>& rkVel0, const Box3<Real>& rkBox1,
const Vector3<Real>& rkVel1);
// boxes have constant linear velocities and angular velocities
template <class Real>
WML_ITEM bool TestIntersection (Real fTime, int iNumSteps,
const Box3<Real>& rkBox0, const Vector3<Real>& rkVel0,
const Vector3<Real>& rkRotCen0, const Vector3<Real>& rkRotAxis0,
const Box3<Real>& rkBox1, const Vector3<Real>& rkVel1,
const Vector3<Real>& rkRotCen1, const Vector3<Real>& rkRotAxis1);
// boxes are have constant linear velocities
template <class Real>
WML_ITEM bool FindIntersection (const Box3<Real>& rkBox0,
const Vector3<Real>& rkVel0, const Box3<Real>& rkBox1,
const Vector3<Real>& rkVel1, Real& rfTFirst, Real fTMax, int& riQuantity,
Vector3<Real>* akP);
}
#endif
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