engine/dep/include/reactphysics3d/mathematics/Ray.h

68 lines
2.9 KiB
C++

/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2022 Daniel Chappuis *
*********************************************************************************
* *
* 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. *
* *
********************************************************************************/
#ifndef REACTPHYSICS3D_RAY_H
#define REACTPHYSICS3D_RAY_H
// Libraries
#include <reactphysics3d/mathematics/Vector3.h>
/// ReactPhysics3D namespace
namespace reactphysics3d {
// Class Ray
/**
* This structure represents a 3D ray represented by two points.
* The ray goes from point1 to point1 + maxFraction * (point2 - point1).
* The points are specified in world-space coordinates.
*/
struct Ray {
public:
// -------------------- Attributes -------------------- //
/// First point of the ray (origin) in world-space
Vector3 point1;
/// Second point of the ray in world-space
Vector3 point2;
/// Maximum fraction value
decimal maxFraction;
// -------------------- Methods -------------------- //
/// Constructor with arguments
Ray(const Vector3& p1, const Vector3& p2, decimal maxFrac = decimal(1.0))
: point1(p1), point2(p2), maxFraction(maxFrac) {
}
};
}
#endif