open_toontown_panda3d/panda/src/physx/physxRay.cxx

94 lines
2.9 KiB
C++

// Filename: physxRay.cxx
// Created by: enn0x (21Oct09)
//
////////////////////////////////////////////////////////////////////
//
// 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."
//
////////////////////////////////////////////////////////////////////
#include "physxRay.h"
#include "physxManager.h"
////////////////////////////////////////////////////////////////////
// Function: PhysxRay::set_origin
// Access: Published
// Description: Sets the ray origin.
////////////////////////////////////////////////////////////////////
void PhysxRay::
set_origin(const LPoint3f &origin) {
nassertv_always(!origin.is_nan());
_ray.orig = PhysxManager::point3_to_nxVec3(origin);
}
////////////////////////////////////////////////////////////////////
// Function: PhysxRay::get_origin
// Access: Published
// Description: Returns the ray origin
////////////////////////////////////////////////////////////////////
LPoint3f PhysxRay::
get_origin() const {
return PhysxManager::nxVec3_to_point3(_ray.orig);
}
////////////////////////////////////////////////////////////////////
// Function: PhysxRay::set_direction
// Access: Published
// Description: Set the ray direction. It is not required to pass
// a normalized vector.
////////////////////////////////////////////////////////////////////
void PhysxRay::
set_direction(const LVector3f &direction) {
nassertv_always(!direction.is_nan());
_ray.dir = PhysxManager::vec3_to_nxVec3(direction);
_ray.dir.normalize();
}
////////////////////////////////////////////////////////////////////
// Function: PhysxRay::get_direction
// Access: Published
// Description: Returns the ray direction.
////////////////////////////////////////////////////////////////////
LVector3f PhysxRay::
get_direction() const {
return PhysxManager::nxVec3_to_vec3(_ray.dir);
}
////////////////////////////////////////////////////////////////////
// Function: PhysxRay::set_length
// Access: Published
// Description: Sets the ray length. If no length is set then the
// ray will be virtually infinite (the maximum
// floating point number will be used, e.g.
// 3.40282346639e+038).
////////////////////////////////////////////////////////////////////
void PhysxRay::
set_length(float length) {
nassertv_always(length > 0.0f);
_length = length;
}
////////////////////////////////////////////////////////////////////
// Function: PhysxRay::get_length
// Access: Published
// Description: Returns the ray length.
////////////////////////////////////////////////////////////////////
float PhysxRay::
get_length() const {
return _length;
}