godot/thirdparty/vhacd/inc/vhacdRaycastMesh.h

40 lines
1.8 KiB
C++

#ifndef RAYCAST_MESH_H
#define RAYCAST_MESH_H
#include <stdint.h>
namespace VHACD
{
// Very simple brute force raycast against a triangle mesh. Tests every triangle; no hierachy.
// Does a deep copy, always does calculations with full double float precision
class RaycastMesh
{
public:
static RaycastMesh * createRaycastMesh(uint32_t vcount, // The number of vertices in the source triangle mesh
const double *vertices, // The array of vertex positions in the format x1,y1,z1..x2,y2,z2.. etc.
uint32_t tcount, // The number of triangles in the source triangle mesh
const uint32_t *indices); // The triangle indices in the format of i1,i2,i3 ... i4,i5,i6, ...
static RaycastMesh * createRaycastMesh(uint32_t vcount, // The number of vertices in the source triangle mesh
const float *vertices, // The array of vertex positions in the format x1,y1,z1..x2,y2,z2.. etc.
uint32_t tcount, // The number of triangles in the source triangle mesh
const uint32_t *indices); // The triangle indices in the format of i1,i2,i3 ... i4,i5,i6, ...
virtual bool raycast(const double *from, // The starting point of the raycast
const double *to, // The ending point of the raycast
const double *closestToPoint, // The point to match the nearest hit location (can just be the 'from' location of no specific point)
double *hitLocation, // The point where the ray hit nearest to the 'closestToPoint' location
double *hitDistance) = 0; // The distance the ray traveled to the hit location
virtual void release(void) = 0;
protected:
virtual ~RaycastMesh(void) { };
};
} // end of VHACD namespace
#endif