/** @file * Original ReactPhysics3D C++ library by Daniel Chappuis This code is re-licensed with permission from ReactPhysics3D author. * @author Daniel CHAPPUIS * @author Edouard DUPIN * @copyright 2010-2016, Daniel Chappuis * @copyright 2017, Edouard DUPIN * @license MPL v2.0 (see license file) */ #pragma once #include #include namespace ephysics { class CollisionBody; class ProxyShape; class CollisionShape; /** * @brief It contains the information about a raycast hit. */ struct RaycastInfo { private: /// Private copy ructor RaycastInfo( RaycastInfo) = delete; /// Private assignment operator RaycastInfo operator=( RaycastInfo) = delete; public: vec3 worldPoint; //!< Hit point in world-space coordinates vec3 worldNormal; //!< Surface normal at hit point in world-space coordinates float hitFraction; //!< 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) int meshSubpart; //!< Mesh subpart index that has been hit (only used for triangles mesh and -1 otherwise) int triangleIndex; //!< Hit triangle index (only used for triangles mesh and -1 otherwise) CollisionBody* body; //!< Pointer to the hit collision body ProxyShape* proxyShape; //!< Pointer to the hit proxy collision shape /// Constructor RaycastInfo() : meshSubpart(-1), triangleIndex(-1), body(null), proxyShape(null) { } /// Destructor virtual ~RaycastInfo() = default; }; /** * @brief It 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: /// Destructor virtual ~RaycastCallback() = default; /** * @brief 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[in] raycastInfo Information about the raycast hit * @return Value that controls the continuation of the ray after a hit */ virtual float notifyRaycastHit( RaycastInfo raycastInfo)=0; }; struct RaycastTest { public: RaycastCallback* userCallback; //!< User callback class /// Constructor RaycastTest(RaycastCallback* callback) { userCallback = callback; } /// Ray cast test against a proxy shape float raycastAgainstShape(ProxyShape* shape, Ray ray); }; }