forked from bartvdbraak/blender
46fbe6b01e
Use Polytope collision for faster mesh intersection tests, so SOLID can actually use that qhull lib now.
60 lines
1.9 KiB
C++
60 lines
1.9 KiB
C++
/**
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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*/
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#ifndef SM_FHOBJECT_H
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#define SM_FHOBJECT_H
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#include "SM_Object.h"
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class SM_FhObject : public SM_Object {
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public:
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virtual ~SM_FhObject();
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SM_FhObject(DT_ShapeHandle rayshape, MT_Vector3 ray, SM_Object *parent_object);
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const MT_Vector3& getRay() const { return m_ray; }
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MT_Point3 getSpot() const { return getPosition() + m_ray; }
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const MT_Vector3& getRayDirection() const { return m_ray_direction; }
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SM_Object *getParentObject() const { return m_parent_object; }
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static DT_Bool ray_hit(void *client_data,
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void *object1,
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void *object2,
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const DT_CollData *coll_data);
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private:
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MT_Vector3 m_ray;
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MT_Vector3 m_ray_direction;
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SM_Object *m_parent_object;
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};
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#endif
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