Files
Client/GameTools/ZALLA3D BASECLASS/Intersection.h
LGram16 dd97ddec92 Restructure repository to include all source folders
Move git root from Client/ to src/ to track all source code:
- Client: Game client source (moved to Client/Client/)
- Server: Game server source
- GameTools: Development tools
- CryptoSource: Encryption utilities
- database: Database scripts
- Script: Game scripts
- rylCoder_16.02.2008_src: Legacy coder tools
- GMFont, Game: Additional resources

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-29 20:17:20 +09:00

35 lines
1.6 KiB
C++

// Intersection.h: interface for the CIntersection class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_INTERSECTION_H__2C579563_8B13_41AA_BD24_5DF348664376__INCLUDED_)
#define AFX_INTERSECTION_H__2C579563_8B13_41AA_BD24_5DF348664376__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "3DMath.h"
class CIntersection
{
public:
static int PlaneSphereNormal(vector3 &vecPos,float &fRad,vector3 &vecNormal,vector3 &vecPoly);
static float PointFromPlane(vector3 &pNormal,vector3 &pPlaneOrigin,vector3 &vecPoint);
static float PointFromPlane(vector3 *pPlane,vector3 &vecPoint);
static float PlaneAABBBox(vector3 *vecPlane,vector3 &vecNormal,vector3 &vecMaxBox,vector3 &vecMinBox);
static int PolygonSphere(vector3 &vecCenter,float fRad,vector3 *pPoly,vector3 *vecIntersect,int &cIntersect);
static int SplitPolygonPolygon(vector3 *pPolySour,vector3 *pPolyDest,vector3 *pPolyResult);
static int PlaneSphere(vector3 &vecLoc,float &fRad,vector3 *pPoly);
static float PolygonRay2(vector3 vecStart, vector3 vecEnd, vector3 *poly,float &fInterLens);
static int PolygonQuad(vector3 *vecPoly,vector3 *vecQuad);
static bool PlanePoint(vector3 *pPlane,vector3 &vecPoint);
static int BoxToRay(vector3 vecStart,vector3 vecEnd,vector3 *poly[4],float &fIntersection);
static int PolygonToPolygon(vector3 *vecPoly1,vector3 *vecPoly2);
static int PolygonRay(vector3 vecStart, vector3 vecEnd, vector3 *poly,float &fInterLens);
CIntersection();
virtual ~CIntersection();
};
#endif // !defined(AFX_INTERSECTION_H__2C579563_8B13_41AA_BD24_5DF348664376__INCLUDED_)