text: // Magic Software, Inc.
  // http://www.magic-software.com
  // http://www.wild-magic.com
  // Copyright (c) 2004.  All Rights Reserved
  //
  // The Wild Magic Library (WML) source code is supplied under the terms of
  // the license agreement http://www.magic-software.com/License/WildMagic.pdf
  // and may not be copied or disclosed except in accordance with the terms of
  // that agreement.
  
  #ifndef WMLINTRBOX3SPH3_H
  #define WMLINTRBOX3SPH3_H
  
  #include "WmlBox3.h"
  #include "WmlSphere3.h"
  
  namespace Wml
  {
  
  // The box is treated as a solid.  The extents must be positive; that is, no
  // flat boxes are allowed.  The FindIntersection query returns 0 or 1 point.
  // An initially intersecting box and sphere returns 'false'.  (The set of
  // intersection can be quite complicated in this configuration.)
  
  // box and sphere are stationary
  template <class Real>
  WML_ITEM bool TestIntersection (const Box3<Real>& rkBox,
      const Sphere3<Real>& rkSphere);
  
  // box and sphere are moving
  template <class Real>
  WML_ITEM bool FindIntersection (const Box3<Real>& rkBox,
      const Vector3<Real>& rkBoxVelocity, const Sphere3<Real>& rkSphere,
      const Vector3<Real>& rkSphVelocity, Real& rfTFirst, Real fTMax,
      int& riQuantity, Vector3<Real>& rkP);
  
  }
  
  #endif
  