historical/toontown-classic.git/panda/include/bulletAllHitsRayResult.h

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/**
* PANDA 3D SOFTWARE
* Copyright (c) Carnegie Mellon University. All rights reserved.
*
* All use of this software is subject to the terms of the revised BSD
* license. You should have received a copy of this license along
* with this source code in a file named "LICENSE."
*
* @file bulletAllHitsRayResult.h
* @author enn0x
* @date 2010-02-21
*/
#ifndef __BULLET_ALL_HITS_RAY_RESULT_H__
#define __BULLET_ALL_HITS_RAY_RESULT_H__
#include "pandabase.h"
#include "bullet_includes.h"
#include "bullet_utils.h"
#include "luse.h"
#include "pandaNode.h"
#include "collideMask.h"
/**
*
*/
struct EXPCL_PANDABULLET BulletRayHit {
PUBLISHED:
INLINE static BulletRayHit empty();
PandaNode *get_node() const;
LPoint3 get_hit_pos() const;
LVector3 get_hit_normal() const;
PN_stdfloat get_hit_fraction() const;
int get_shape_part() const;
int get_triangle_index() const;
MAKE_PROPERTY(node, get_node);
MAKE_PROPERTY(hit_pos, get_hit_pos);
MAKE_PROPERTY(hit_normal, get_hit_normal);
MAKE_PROPERTY(hit_fraction, get_hit_fraction);
MAKE_PROPERTY(shape_part, get_shape_part);
MAKE_PROPERTY(triangle_index, get_triangle_index);
private:
const btCollisionObject *_object;
btVector3 _normal;
btVector3 _pos;
btScalar _fraction;
int _shapePart;
int _triangleIndex;
friend struct BulletAllHitsRayResult;
};
/**
*
*/
struct EXPCL_PANDABULLET BulletAllHitsRayResult : public btCollisionWorld::AllHitsRayResultCallback {
PUBLISHED:
INLINE static BulletAllHitsRayResult empty();
LPoint3 get_from_pos() const;
LPoint3 get_to_pos() const;
bool has_hits() const;
PN_stdfloat get_closest_hit_fraction() const;
int get_num_hits() const;
const BulletRayHit get_hit(int idx) const;
MAKE_SEQ(get_hits, get_num_hits, get_hit);
MAKE_PROPERTY(from_pos, get_from_pos);
MAKE_PROPERTY(to_pos, get_to_pos);
MAKE_PROPERTY(closest_hit_fraction, get_closest_hit_fraction);
MAKE_SEQ_PROPERTY(hits, get_num_hits, get_hit);
public:
virtual bool needsCollision(btBroadphaseProxy* proxy0) const;
virtual btScalar addSingleResult(btCollisionWorld::LocalRayResult& rayResult, bool normalInWorldSpace);
private:
BulletAllHitsRayResult(const btVector3 &from_pos, const btVector3 &to_pos, const CollideMask &mask);
CollideMask _mask;
btAlignedObjectArray<int> _shapePart;
btAlignedObjectArray<int> _triangleIndex;
friend class BulletWorld;
};
#include "bulletAllHitsRayResult.I"
#endif // __BULLET_ALL_HITS_RAY_RESULT_H__