text: /*
  **  ClanLib SDK
  **  Copyright (c) 1997-2016 The ClanLib Team
  **
  **  This software is provided 'as-is', without any express or implied
  **  warranty.  In no event will the authors be held liable for any damages
  **  arising from the use of this software.
  **
  **  Permission is granted to anyone to use this software for any purpose,
  **  including commercial applications, and to alter it and redistribute it
  **  freely, subject to the following restrictions:
  **
  **  1. The origin of this software must not be misrepresented; you must not
  **     claim that you wrote the original software. If you use this software
  **     in a product, an acknowledgment in the product documentation would be
  **     appreciated but is not required.
  **  2. Altered source versions must be plainly marked as such, and must not be
  **     misrepresented as being the original software.
  **  3. This notice may not be removed or altered from any source distribution.
  **
  **  Note: Some of the libraries ClanLib may link to may have additional
  **  requirements or restrictions.
  **
  **  File Author(s):
  **
  **    Magnus Norddahl
  */
  
  #pragma once
  
  #include "vec4.h"
  #include "vec3.h"
  
  namespace clan
  {
  	/// \addtogroup clanCore_Math clanCore Math
  	/// \{
  
  	class AxisAlignedBoundingBox;
  	class OrientedBoundingBox;
  	class FrustumPlanes;
  
  	class IntersectionTest
  	{
  	public:
  		enum Result
  		{
  			outside,
  			inside,
  			intersecting,
  		};
  
  		enum OverlapResult
  		{
  			disjoint,
  			overlap
  		};
  
  		static Result plane_aabb(const Vec4f &plane, const AxisAlignedBoundingBox &aabb);
  		static Result plane_obb(const Vec4f &plane, const OrientedBoundingBox &obb);
  		static OverlapResult sphere(const Vec3f &center1, float radius1, const Vec3f &center2, float radius2);
  		static OverlapResult sphere_aabb(const Vec3f &center, float radius, const AxisAlignedBoundingBox &aabb);
  		static OverlapResult aabb(const AxisAlignedBoundingBox &a, const AxisAlignedBoundingBox &b);
  		static Result frustum_aabb(const FrustumPlanes &frustum, const AxisAlignedBoundingBox &box);
  		static Result frustum_obb(const FrustumPlanes &frustum, const OrientedBoundingBox &box);
  		static OverlapResult ray_aabb(const Vec3f &ray_start, const Vec3f &ray_end, const AxisAlignedBoundingBox &box);
  	};
  
  	/// \}
  }
  