78 lines
2.9 KiB
C
78 lines
2.9 KiB
C
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/********************************************************************************
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* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
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* Copyright (c) 2010-2014 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_RAY_H
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#define REACTPHYSICS3D_RAY_H
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// Libraries
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#include "Vector3.h"
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/// ReactPhysics3D namespace
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namespace reactphysics3d {
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// Class Ray
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/**
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* This structure represents a 3D ray with a origin point and a direction.
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*/
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struct Ray {
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public:
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// -------------------- Attributes -------------------- //
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/// Origin point of the ray
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Vector3 origin;
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/// Direction vector of the ray
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Vector3 direction;
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// -------------------- Methods -------------------- //
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/// Constructor with arguments
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Ray(const Vector3& originPoint, const Vector3& directionVector);
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/// Copy-constructor
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Ray(const Ray& ray);
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/// Destructor
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~Ray();
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/// Overloaded assignment operator
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Ray& operator=(const Ray& ray);
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};
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// Assignment operator
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inline Ray& Ray::operator=(const Ray& ray) {
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if (&ray != this) {
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origin = ray.origin;
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direction = ray.direction;
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}
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return *this;
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}
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}
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#endif
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