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authorXanadu <none@none>2010-07-20 02:49:28 +0200
committerXanadu <none@none>2010-07-20 02:49:28 +0200
commit79622802f397258ee0f34327ba3ae6977ca3e7ff (patch)
tree1868946c234ab9ee256a6b7766a15713eae94235 /dep/include/g3dlite/G3D/Intersect.h
parent7dd2dc91816ab8b3bc3b99a1b1c99c7ea314d5a8 (diff)
parentf906976837502fa5aa81b982b901d1509f5aa0c4 (diff)
Merge. Revision history for source files should be all back now.
--HG-- branch : trunk rename : sql/CMakeLists.txt => sql/tools/CMakeLists.txt rename : src/server/game/Pools/PoolHandler.cpp => src/server/game/Pools/PoolMgr.cpp rename : src/server/game/Pools/PoolHandler.h => src/server/game/Pools/PoolMgr.h rename : src/server/game/PrecompiledHeaders/NixCorePCH.cpp => src/server/game/PrecompiledHeaders/gamePCH.cpp rename : src/server/game/PrecompiledHeaders/NixCorePCH.h => src/server/game/PrecompiledHeaders/gamePCH.h
Diffstat (limited to 'dep/include/g3dlite/G3D/Intersect.h')
-rw-r--r--dep/include/g3dlite/G3D/Intersect.h55
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diff --git a/dep/include/g3dlite/G3D/Intersect.h b/dep/include/g3dlite/G3D/Intersect.h
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index 4a3c8fb4540..00000000000
--- a/dep/include/g3dlite/G3D/Intersect.h
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@@ -1,55 +0,0 @@
-/**
- @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