panda3d/panda/src/collide/collisionRay.h
2005-05-19 00:22:28 +00:00

108 lines
3.1 KiB
C++

// Filename: collisionRay.h
// 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 .
//
////////////////////////////////////////////////////////////////////
#ifndef COLLISIONRAY_H
#define COLLISIONRAY_H
#include "pandabase.h"
#include "collisionSolid.h"
class LensNode;
////////////////////////////////////////////////////////////////////
// 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 {
PUBLISHED:
INLINE CollisionRay();
INLINE CollisionRay(const LPoint3f &origin, const LVector3f &direction);
INLINE CollisionRay(float ox, float oy, float oz,
float dx, float dy, float dz);
public:
INLINE CollisionRay(const CollisionRay &copy);
virtual CollisionSolid *make_copy();
virtual PT(CollisionEntry)
test_intersection(const CollisionEntry &entry) const;
virtual void xform(const LMatrix4f &mat);
virtual LPoint3f get_collision_origin() const;
virtual void output(ostream &out) const;
PUBLISHED:
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_from_lens(LensNode *camera, const LPoint2f &point);
INLINE bool set_from_lens(LensNode *camera, float px, float py);
protected:
virtual BoundingVolume *recompute_bound();
protected:
virtual void fill_viz_geom();
private:
LPoint3f _origin;
LVector3f _direction;
public:
static void register_with_read_factory();
virtual void write_datagram(BamWriter *manager, Datagram &dg);
protected:
static TypedWritable *make_from_bam(const FactoryParams &params);
void fillin(DatagramIterator &scan, BamReader *manager);
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