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