open_toontown_panda3d/panda/src/collide/collisionRay.h

86 lines
2.3 KiB
C++

// Filename: collisionRay.h
// Created by: drose (22Jun00)
//
////////////////////////////////////////////////////////////////////
#ifndef COLLISIONRAY_H
#define COLLISIONRAY_H
#include <pandabase.h>
#include "collisionSolid.h"
class ProjectionNode;
///////////////////////////////////////////////////////////////////
// Class : CollisionRay
// Description : An infinite ray, with a specific origin and
// direction. It begins at its origin and continues in
// one direction to infinity, and it has no radius.
// Useful for picking from a window, or for gravity
// effects.
////////////////////////////////////////////////////////////////////
class EXPCL_PANDA CollisionRay : public CollisionSolid {
public:
INLINE CollisionRay();
INLINE CollisionRay(const LPoint3f &origin, const LVector3f &direction);
INLINE CollisionRay(float ox, float oy, float oz,
float dx, float dy, float dz);
INLINE CollisionRay(const CollisionRay &copy);
virtual CollisionSolid *make_copy();
virtual int
test_intersection(CollisionHandler *record,
const CollisionEntry &entry,
const CollisionSolid *into) const;
virtual void xform(const LMatrix4f &mat);
virtual void output(ostream &out) const;
INLINE void set_origin(const LPoint3f &origin);
INLINE void set_origin(float x, float y, float z);
INLINE const LPoint3f &get_origin() const;
INLINE void set_direction(const LVector3f &direction);
INLINE void set_direction(float x, float y, float z);
INLINE const LVector3f &get_direction() const;
bool set_projection(const ProjectionNode *camera, const LPoint2f &point);
INLINE bool set_projection(const ProjectionNode *camera, float px, float py);
protected:
virtual void recompute_bound();
protected:
virtual void recompute_viz(Node *parent);
private:
LPoint3f _origin;
LVector3f _direction;
public:
static TypeHandle get_class_type() {
return _type_handle;
}
static void init_type() {
CollisionSolid::init_type();
register_type(_type_handle, "CollisionRay",
CollisionSolid::get_class_type());
}
virtual TypeHandle get_type() const {
return get_class_type();
}
virtual TypeHandle force_init_type() {init_type(); return get_class_type();}
private:
static TypeHandle _type_handle;
};
#include "collisionRay.I"
#endif