Files
TrinityCore/dep/include/g3dlite/G3D/Intersect.h
click e777161888 HIGHLY EXPERIMENTAL - USE AT YOUR OWN RISK
Implement the use of the new vmap3-format by Lynx3d (mad props to you for this, and thanks for the talks earlier)
+ reduced Vmap size to less than one third, and improve precision
+ indoor/outdoor check which allows automatic unmounting of players
+ additional area information from WMOAreaTable.dbc, removed existing "hacks"
+ WMO liquid information for swimming and fishing correctly in buildings/cities/caves/instances (lava and slime WILL hurt from now on!)
- buildfiles for windows are not properly done, and will need to be sorted out
NOTE: Do NOT annoy Lynx3d about this, any issues with this "port" is entirely our fault !
THIS REVISION IS CONSIDERED UNSTABLE AND CONTAINS WORK IN PROGRESS - USE AT YOUR OWN RISK!

--HG--
branch : trunk
2010-06-05 00:59:25 +02:00

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1.6 KiB
C++

/**
@file Intersect.h
@maintainer Morgan McGuire, http://graphics.cs.williams.edu
@created 2009-06-29
@edited 2009-06-29
Copyright 2000-2009, Morgan McGuire.
All rights reserved.
From the G3D Innovation Engine
http://g3d.sf.net
*/
#ifndef G3D_Intersect
#define G3D_Intersect
#include "G3D/platform.h"
#include "G3D/Ray.h"
#include "G3D/AABox.h"
namespace G3D {
/**
@beta
*/
class Intersect {
public:
/** \brief Returns true if the intersection of the ray and the solid box is non-empty.
\cite "Fast Ray / Axis-Aligned Bounding Box Overlap Tests using Ray Slopes"
by Martin Eisemann, Thorsten Grosch, Stefan Müller and Marcus Magnor
Computer Graphics Lab, TU Braunschweig, Germany and
University of Koblenz-Landau, Germany
*/
static bool __fastcall rayAABox(const Ray& ray, const AABox& box);
/** \brief Returns true if the intersection of the ray and the solid box is non-empty.
\param time If there is an intersection, set to the time to that intersection. If the ray origin is inside the box,
this is a negative value indicating the distance backwards from the ray origin to the first intersection.
\a time is not set if there is no intersection.
\cite Slope-Mul method from "Fast Ray / Axis-Aligned Bounding Box Overlap Tests using Ray Slopes"
by Martin Eisemann, Thorsten Grosch, Stefan Müller and Marcus Magnor
Computer Graphics Lab, TU Braunschweig, Germany and
University of Koblenz-Landau, Germany
*/
static bool __fastcall rayAABox(const Ray& ray, const AABox& box, float& time);
};
}
#endif