/******************************************************************************** * ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ * * Copyright (c) 2010-2013 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" /// 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; /// Distance from the ray origin to the hit point decimal distance; /// Pointer to the hit collision body CollisionBody* body; /// Pointer to the hit proxy collision shape ProxyShape* proxyShape; // -------------------- Methods -------------------- // /// Constructor RaycastInfo() : body(NULL), proxyShape(NULL) { } /// Destructor ~RaycastInfo() { } }; } #endif