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📄 mgcintrlin3box3.h

📁 3D Game Engine Design Source Code非常棒
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// Magic Software, Inc.
// http://www.magic-software.com
// Copyright (c) 2000, All Rights Reserved
//
// Source code from Magic Software is supplied under the terms of a license
// agreement and may not be copied or disclosed except in accordance with the
// terms of that agreement.  The various license agreements may be found at
// the Magic Software web site.  This file is subject to the license
//
// FREE SOURCE CODE
// http://www.magic-software.com/License/free.pdf

#ifndef MGCINTRLIN3BOX3_H
#define MGCINTRLIN3BOX3_H

#include "MgcBox3.h"
#include "MgcLine3.h"
#include "MgcRay3.h"
#include "MgcSegment3.h"

// return value is 'true' if and only if objects intersect

bool MgcTestIntersection (const MgcSegment3& rkSegment, const MgcBox3& rkBox);
bool MgcTestIntersection (const MgcRay3& rkRay, const MgcBox3& rkBox);
bool MgcTestIntersection (const MgcLine3& rkLine, const MgcBox3& rkBox);

// Clipping of a linear component 'origin'+t*'direction' against an
// axis-aligned box [-e0,e0]x[-e1,e1]x[-e2,e2] where 'extent'=(e0,e1,e2).
// The values of t0 and t1 must be set by the caller.  If the component is a
// segment, set t0 = 0 and t1 = 1.  If the component is a ray, set t0 = 0 and
// t1 = INFINITY.  If the component is a line, set t0 = -INFINITY and
// t1 = INFINITY.  The values are (possibly) modified by the clipper.
bool MgcFindIntersection (const MgcVector3& rkOrigin,
    const MgcVector3& rkDirection, const MgcReal afExtent[3], MgcReal& rfT0,
    MgcReal& rfT1);

bool MgcFindIntersection (const MgcSegment3& rkSegment, const MgcBox3& rkBox,
    int& riQuantity, MgcVector3 akPoint[2]);
bool MgcFindIntersection (const MgcRay3& rkRay, const MgcBox3& rkBox,
    int& riQuantity, MgcVector3 akPoint[2]);
bool MgcFindIntersection (const MgcLine3& rkLine, const MgcBox3& rkBox,
    int& riQuantity, MgcVector3 akPoint[2]);

#endif

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