open_toontown_panda3d/panda/src/collide/collisionRay.I

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// Filename: collisionRay.I
// Created by: drose (22Jun00)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) 2001 - 2004, Disney Enterprises, Inc. All rights reserved
//
// All use of this software is subject to the terms of the Panda 3d
// Software license. You should have received a copy of this license
// along with this source code; you will also find a current copy of
// the license at http://etc.cmu.edu/panda3d/docs/license/ .
//
// To contact the maintainers of this program write to
// panda3d-general@lists.sourceforge.net .
//
////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////
// Function: CollisionRay::Default Constructor
// Access: Public
// Description: Creates an invalid ray. This isn't terribly useful;
// it's expected that the user will subsequently adjust
// the ray via set_origin()/set_direction() or
// set_from_lens().
////////////////////////////////////////////////////////////////////
INLINE CollisionRay::
CollisionRay() :
_origin(LPoint3f(0.0, 0.0, 0.0)),
_direction(LVector3f(0.0, 0.0, 0.0))
{
}
////////////////////////////////////////////////////////////////////
// Function: CollisionRay::Constructor
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
INLINE CollisionRay::
CollisionRay(const LPoint3f &origin, const LVector3f &direction) :
_origin(origin), _direction(direction)
{
nassertv(_direction != LPoint3f::zero());
}
////////////////////////////////////////////////////////////////////
// Function: CollisionRay::Constructor
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
INLINE CollisionRay::
CollisionRay(float ox, float oy, float oz,
float dx, float dy, float dz) :
_origin(ox, oy, oz), _direction(dx, dy, dz)
{
nassertv(_direction != LPoint3f::zero());
}
////////////////////////////////////////////////////////////////////
// Function: CollisionRay::Copy Constructor
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
INLINE CollisionRay::
CollisionRay(const CollisionRay &copy) :
CollisionSolid(copy),
_origin(copy._origin),
_direction(copy._direction)
{
}
////////////////////////////////////////////////////////////////////
// Function: CollisionRay::set_origin
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
INLINE void CollisionRay::
set_origin(const LPoint3f &origin) {
_origin = origin;
mark_internal_bounds_stale();
mark_viz_stale();
}
////////////////////////////////////////////////////////////////////
// Function: CollisionRay::set_origin
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
INLINE void CollisionRay::
set_origin(float x, float y, float z) {
set_origin(LPoint3f(x, y, z));
}
////////////////////////////////////////////////////////////////////
// Function: CollisionRay::get_origin
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
INLINE const LPoint3f &CollisionRay::
get_origin() const {
return _origin;
}
////////////////////////////////////////////////////////////////////
// Function: CollisionRay::set_direction
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
INLINE void CollisionRay::
set_direction(const LVector3f &direction) {
_direction = direction;
mark_internal_bounds_stale();
mark_viz_stale();
nassertv(_direction != LPoint3f::zero());
}
////////////////////////////////////////////////////////////////////
// Function: CollisionRay::set_direction
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
INLINE void CollisionRay::
set_direction(float x, float y, float z) {
set_direction(LVector3f(x, y, z));
}
////////////////////////////////////////////////////////////////////
// Function: CollisionRay::get_direction
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
INLINE const LVector3f &CollisionRay::
get_direction() const {
return _direction;
}
////////////////////////////////////////////////////////////////////
// Function: CollisionRay::set_from_lens
// Access: Public
// Description: Accepts a LensNode and a 2-d point in the range
// [-1,1]. Sets the CollisionRay so that it begins at
// the LensNode's near plane and extends to
// infinity, making it suitable for picking objects from
// the screen given a camera and a mouse location.
////////////////////////////////////////////////////////////////////
INLINE bool CollisionRay::
set_from_lens(LensNode *camera, float px, float py) {
return set_from_lens(camera, LPoint2f(px, py));
}