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