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- /*
- Copyright (c) 2013 Daniele Bartolini, Michele Rossi
- Copyright (c) 2012 Daniele Bartolini, Simone Boscaratto
- Permission is hereby granted, free of charge, to any person
- obtaining a copy of this software and associated documentation
- files (the "Software"), to deal in the Software without
- restriction, including without limitation the rights to use,
- copy, modify, merge, publish, distribute, sublicense, and/or sell
- copies of the Software, and to permit persons to whom the
- Software is furnished to do so, subject to the following
- conditions:
- The above copyright notice and this permission notice shall be
- included in all copies or substantial portions of the Software.
- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
- EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
- OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
- NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
- HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
- WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
- OTHER DEALINGS IN THE SOFTWARE.
- */
- #include "Log.h"
- #include "PhysicsTypes.h"
- #include "PxQueryFiltering.h"
- #include "PxScene.h"
- #include "PxVec3.h"
- #include "EventStream.h"
- using physx::PxQueryFilterData;
- using physx::PxQueryFlag;
- using physx::PxHitFlag;
- using physx::PxHitFlags;
- using physx::PxRaycastHit;
- using physx::PxRaycastBuffer;
- using physx::PxScene;
- using physx::PxVec3;
- namespace crown
- {
- struct Vector3;
- struct Actor;
- //-----------------------------------------------------------------------------
- struct RaycastHit
- {
- Vector3 position;
- float distance;
- Vector3 normal;
- Actor* actor;
- };
- //-----------------------------------------------------------------------------
- struct Raycast
- {
- /// Constructor
- Raycast(PxScene* scene, EventStream& events, const char* callback, CollisionMode::Enum mode, CollisionType::Enum type);
- /// Performs a raycast against objects in the scene. The ray is casted from position @a from, has direction @a dir and is long @a length
- /// If any actor is hit along the ray, @a EventStream is filled according to @a mode previously specified and callback will be called for processing.
- /// @a CollisionMode::ANY: the callback is called with just true or false depending on whether the ray hit anything or not.
- /// @a CollisionMode::CLOSEST: the first argument will tell if there was a hit or not, as before.
- /// If there was a hit, the callback will also be called with the position of the hit, the distance from the origin, the normal of the surface that
- /// was hit and the actor that was hit.
- /// @a CollisionMode::ALL: as @a CollisionMode::CLOSEST, with more tuples
- void cast(const Vector3& from, const Vector3& dir, const float length, Array<RaycastHit>& hits);
- CollisionMode::Enum mode() const;
- CollisionType::Enum type() const;
- private:
- PxScene* m_scene;
- PxRaycastHit m_hits[CE_MAX_RAY_INTERSECTIONS];
- PxRaycastBuffer m_buffer;
- PxQueryFilterData m_fd;
- EventStream& m_events;
- const char* m_callback;
- CollisionMode::Enum m_mode;
- CollisionType::Enum m_type;
- };
- } // namespace crown
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