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mirror of https://github.com/Halofreak1990/XFXFramework synced 2024-12-26 13:49:34 +01:00
Halofreak1990 40c4811c04 Got everything to compile again.
Began transforming of current API to represent XNA 4.0, which is cleaner.
Dictionary<TKey, TValue> should now work (sort of-- need to implement resizing and enumerating)
Currently hunting down GraphicsDevice initialization
Up next: (hopefully successful) rendering of primitives
2012-09-28 20:36:02 +00:00

50 lines
1.3 KiB
C++

/********************************************************
* Ray.h *
* *
* XFX Ray definition file *
* Copyright © XFX Team. All Rights Reserved *
********************************************************/
#ifndef _XFX_RAY_
#define _XFX_RAY_
#include <System/Interfaces.h>
#include <System/Object.h>
using namespace System;
namespace XFX
{
struct BoundingBox;
struct BoundingSphere;
struct Plane;
struct Vector3;
// Defines a ray.
struct Ray : IEquatable<Ray>, Object
{
Vector3 Direction;
Vector3 Position;
Ray(const Vector3 direction, const Vector3 position);
Ray(const Ray &obj);
Ray();
bool Equals(const Object* obj) const;
bool Equals(const Ray other) const;
int GetHashCode() const;
int GetType() const;
float Intersects(const BoundingBox boundingbox) const;
void Intersects(const BoundingBox boundingbox, out float result) const;
float Intersects(const BoundingSphere sphere) const;
void Intersects(const BoundingSphere sphere, out float result) const;
float Intersects(const Plane plane) const;
void Intersects(const Plane plane, out float result) const;
const char* ToString() const;
bool operator==(const Ray& right) const;
bool operator!=(const Ray& right) const;
};
}
#endif //_XFX_RAY_