2014-07-21 21:08:18 +00:00
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/********************************************************************************
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* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
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* Copyright (c) 2010-2013 Daniel Chappuis *
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*********************************************************************************
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* *
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* This software is provided 'as-is', without any express or implied warranty. *
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* In no event will the authors be held liable for any damages arising from the *
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* use of this software. *
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* *
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* Permission is granted to anyone to use this software for any purpose, *
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* including commercial applications, and to alter it and redistribute it *
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* freely, subject to the following restrictions: *
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* *
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* 1. The origin of this software must not be misrepresented; you must not claim *
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* that you wrote the original software. If you use this software in a *
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* product, an acknowledgment in the product documentation would be *
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* appreciated but is not required. *
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* *
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* 2. Altered source versions must be plainly marked as such, and must not be *
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* misrepresented as being the original software. *
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* *
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* 3. This notice may not be removed or altered from any source distribution. *
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* *
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********************************************************************************/
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#ifndef REACTPHYSICS3D_RAYCAST_INFO_H
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#define REACTPHYSICS3D_RAYCAST_INFO_H
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// Libraries
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#include "../mathematics/Vector3.h"
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/// ReactPhysics3D namespace
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namespace reactphysics3d {
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2014-08-01 10:36:32 +00:00
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// Declarations
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class CollisionBody;
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class ProxyShape;
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class CollisionShape;
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2014-07-21 21:08:18 +00:00
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// Structure RaycastInfo
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/**
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* This structure contains the information about a raycast hit.
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*/
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struct RaycastInfo {
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private:
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// -------------------- Methods -------------------- //
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/// Private copy constructor
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RaycastInfo(const RaycastInfo& raycastInfo);
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/// Private assignment operator
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RaycastInfo& operator=(const RaycastInfo& raycastInfo);
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public:
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// -------------------- Attributes -------------------- //
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/// Hit point in world-space coordinates
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Vector3 worldPoint;
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/// Distance from the ray origin to the hit point
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decimal distance;
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/// Pointer to the hit collision body
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CollisionBody* body;
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/// Pointer to the hit proxy collision shape
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ProxyShape* proxyShape;
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// -------------------- Methods -------------------- //
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/// Constructor
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RaycastInfo() : body(NULL), proxyShape(NULL) {
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}
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/// Destructor
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~RaycastInfo() {
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}
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};
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}
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#endif
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