/******************************************************************************** * ReactPhysics3D physics library, http://www.reactphysics3d.com * * 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 REACTPHYSICS3D_RAYCAST_INFO_H #define REACTPHYSICS3D_RAYCAST_INFO_H // Libraries #include "mathematics/Vector3.h" #include "mathematics/Ray.h" /// ReactPhysics3D namespace namespace reactphysics3d { // Declarations class CollisionBody; class ProxyShape; class CollisionShape; // Structure RaycastInfo /** * This structure contains the information about a raycast hit. */ struct RaycastInfo { private: // -------------------- Methods -------------------- // /// Private copy constructor RaycastInfo(const RaycastInfo& raycastInfo); /// Private assignment operator RaycastInfo& operator=(const RaycastInfo& raycastInfo); public: // -------------------- Attributes -------------------- // /// Hit point in world-space coordinates Vector3 worldPoint; /// Surface normal at hit point in world-space coordinates Vector3 worldNormal; /// Fraction distance of the hit point between point1 and point2 of the ray /// The hit point "p" is such that p = point1 + hitFraction * (point2 - point1) decimal hitFraction; /// Mesh subpart index that has been hit (only used for triangles mesh and -1 otherwise) int meshSubpart; /// Hit triangle index (only used for triangles mesh and -1 otherwise) int triangleIndex; /// Pointer to the hit collision body CollisionBody* body; /// Pointer to the hit proxy collision shape ProxyShape* proxyShape; // -------------------- Methods -------------------- // /// Constructor RaycastInfo() : meshSubpart(-1), triangleIndex(-1), body(NULL), proxyShape(NULL) { } /// Destructor ~RaycastInfo() { } }; // Class RaycastCallback /** * This class can be used to register a callback for ray casting queries. * You should implement your own class inherited from this one and implement * the notifyRaycastHit() method. This method will be called for each ProxyShape * that is hit by the ray. */ class RaycastCallback { public: // -------------------- Methods -------------------- // /// Destructor virtual ~RaycastCallback() { } /// This method will be called for each ProxyShape that is hit by the /// ray. You cannot make any assumptions about the order of the /// calls. You should use the return value to control the continuation /// of the ray. The returned value is the next maxFraction value to use. /// If you return a fraction of 0.0, it means that the raycast should /// terminate. If you return a fraction of 1.0, it indicates that the /// ray is not clipped and the ray cast should continue as if no hit /// occurred. If you return the fraction in the parameter (hitFraction /// value in the RaycastInfo object), the current ray will be clipped /// to this fraction in the next queries. If you return -1.0, it will /// ignore this ProxyShape and continue the ray cast. /** * @param raycastInfo Information about the raycast hit * @return Value that controls the continuation of the ray after a hit */ virtual decimal notifyRaycastHit(const RaycastInfo& raycastInfo)=0; }; /// Structure RaycastTest struct RaycastTest { public: /// User callback class RaycastCallback* userCallback; /// Constructor RaycastTest(RaycastCallback* callback) { userCallback = callback; } /// Ray cast test against a proxy shape decimal raycastAgainstShape(ProxyShape* shape, const Ray& ray); }; } #endif