reactphysics3d/src/collision/RaycastInfo.h

92 lines
3.4 KiB
C++

/********************************************************************************
* 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;
/// 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;
/// 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