My Project
ShapeCone.h
1 #pragma once
2 
3 namespace ParaEngine
4 {
5  class CShapeAABB;
7  class CShapeCone
8  {
9  public:
10  CShapeCone(): direction(0.f, 0.f, 1.f), apex(0.f, 0.f, 0.f), fovx(0.f), fovy(0.f), fNear(0.001f), fFar(1.f) { }
11  CShapeCone(const CShapeAABB* boxes, int nCount, const Matrix4* projection, const Vector3* _apex);
12  CShapeCone(const CShapeAABB* boxes, int nCount, const Matrix4* projection, const Vector3* _apex, const Vector3* _direction);
13  CShapeCone(const Vector3* points, int nCount, const Vector3* _apex, const Vector3* _direction);
14  ~CShapeCone(void);
15  public:
16  Vector3 direction;
17  Vector3 apex;
18  float fovy;
19  float fovx;
20  float fNear;
21  float fFar;
22  Matrix4 m_LookAt;
23  };
24 
25 }
a bounding cone
Definition: ShapeCone.h:7
different physics engine has different winding order.
Definition: EventBinding.h:32
Standard 3-dimensional vector.
Definition: ParaVector3.h:16
AABB-related code.
Definition: ShapeAABB.h:11
Class encapsulating a standard 4x4 homogeneous matrix.
Definition: ParaMatrix4.h:23