reactphysics3d/testbed/common/Line.h

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/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
2016-04-11 18:15:20 +00:00
* Copyright (c) 2010-2016 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 LINE_H
#define LINE_H
// Libraries
#include "openglframework.h"
#include "reactphysics3d.h"
// Class Line
class Line : public openglframework::Object3D {
private :
// -------------------- Attributes -------------------- //
openglframework::Vector3 mWorldPoint1, mWorldPoint2;
// -------------------- Methods -------------------- //
public :
// -------------------- Methods -------------------- //
/// Constructor
Line(const openglframework::Vector3& worldPoint1,
const openglframework::Vector3& worldPoint2);
/// Destructor
~Line();
/// Return the first point of the line
openglframework::Vector3 getPoint1() const;
/// Return the second point of the line
openglframework::Vector3 getPoint2() const;
/// Render the line at the correct position and with the correct orientation
void render(openglframework::Shader& shader,
const openglframework::Matrix4& worldToCameraMatrix);
};
// Return the first point of the line
inline openglframework::Vector3 Line::getPoint1() const {
return mWorldPoint1;
}
// Return the second point of the line
inline openglframework::Vector3 Line::getPoint2() const {
return mWorldPoint2;
}
#endif