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+/****************************************************************************
+**
+** Copyright (C) 2008-2012 NVIDIA Corporation.
+** Copyright (C) 2017 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of Qt 3D Studio.
+**
+** $QT_BEGIN_LICENSE:GPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3 or (at your option) any later version
+** approved by the KDE Free Qt Foundation. The licenses are as published by
+** the Free Software Foundation and appearing in the file LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+#pragma once
+#ifndef QT3DS_RENDER_RAY_H
+#define QT3DS_RENDER_RAY_H
+
+#include "Qt3DSRender.h"
+#include "foundation/Qt3DSVec2.h"
+#include "foundation/Qt3DSVec3.h"
+#include "foundation/Qt3DSOption.h"
+#include "foundation/Qt3DSMat44.h"
+#include "foundation/Qt3DSBounds3.h"
+
+namespace qt3ds {
+namespace render {
+
+ struct SBasisPlanes
+ {
+ enum Enum {
+ XY = 0,
+ YZ,
+ XZ,
+ };
+ };
+
+ struct SRayIntersectionResult
+ {
+ QT3DSF32 m_RayLengthSquared; // Length of the ray in world coordinates for the hit.
+ QT3DSVec2 m_RelXY; // UV coords for further mouse picking against a offscreen-rendered object.
+ SRayIntersectionResult()
+ : m_RayLengthSquared(0)
+ , m_RelXY(0, 0)
+ {
+ }
+ SRayIntersectionResult(QT3DSF32 rl, QT3DSVec2 relxy)
+ : m_RayLengthSquared(rl)
+ , m_RelXY(relxy)
+ {
+ }
+ };
+
+ struct SRay
+ {
+ QT3DSVec3 m_Origin;
+ QT3DSVec3 m_Direction;
+ SRay()
+ : m_Origin(0, 0, 0)
+ , m_Direction(0, 0, 0)
+ {
+ }
+ SRay(const QT3DSVec3 &inOrigin, const QT3DSVec3 &inDirection)
+ : m_Origin(inOrigin)
+ , m_Direction(inDirection)
+ {
+ }
+ // If we are parallel, then no intersection of course.
+ Option<QT3DSVec3> Intersect(const NVPlane &inPlane) const;
+
+ Option<SRayIntersectionResult> IntersectWithAABB(const QT3DSMat44 &inGlobalTransform,
+ const NVBounds3 &inBounds,
+ bool inForceIntersect = false) const;
+
+ Option<QT3DSVec2> GetRelative(const QT3DSMat44 &inGlobalTransform, const NVBounds3 &inBounds,
+ SBasisPlanes::Enum inPlane) const;
+
+ Option<QT3DSVec2> GetRelativeXY(const QT3DSMat44 &inGlobalTransform,
+ const NVBounds3 &inBounds) const
+ {
+ return GetRelative(inGlobalTransform, inBounds, SBasisPlanes::XY);
+ }
+ };
+}
+}
+#endif