/**************************************************************************** ** ** 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 Intersect(const NVPlane &inPlane) const; Option IntersectWithAABB(const QT3DSMat44 &inGlobalTransform, const NVBounds3 &inBounds, bool inForceIntersect = false) const; Option GetRelative(const QT3DSMat44 &inGlobalTransform, const NVBounds3 &inBounds, SBasisPlanes::Enum inPlane) const; Option GetRelativeXY(const QT3DSMat44 &inGlobalTransform, const NVBounds3 &inBounds) const { return GetRelative(inGlobalTransform, inBounds, SBasisPlanes::XY); } }; } } #endif