/******************************************************************************** * ReactPhysics3D physics library, http://www.reactphysics3d.com * * Copyright (c) 2010-2015 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