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Source/Samples/115_RayCast/RayCastSample.h
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gleblebedev
AABB/OBB raycast to return box normal when possible (#505)
22 янв 2023, 21:20
Не верифицирован
22 янв 2023, 21:20
a82ec5a
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// // Copyright (c) 2023-20233 the rbfx project. // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. // #pragma once #include "Sample.h" #include <Urho3D/Physics/PhysicsWorld.h> #include <Urho3D/Graphics/StaticModel.h> #include <Urho3D/Graphics/OctreeQuery.h> #include <Urho3D/UI/DropDownList.h> namespace Urho3D { class Node; class Scene; } /// Ray cast sample. /// This sample demonstrates how to run a ray cast and what results it produces. class RayCastSample : public Sample { URHO3D_OBJECT(RayCastSample, Sample) public: /// Construct. explicit RayCastSample(Context* context); /// Setup after engine initialization and before running the main loop. void Start() override; /// Handle frame update void Update(float timeStep) override; private: /// Construct the scene content. void CreateScene(); /// Construct an instruction text to the UI. void CreateInstructions(); /// Set up a viewport for displaying the scene. void SetupViewport(); void PlaceHitMarker(const Vector3& position, const Vector3& normal); void RemoveHitMarker(); void PhysicalRayCast(const Ray& ray); void DrawableRayCast(const Ray& ray, RayQueryLevel level); /// Hit marker. SharedPtr<Node> hitMarkerNode_; SharedPtr<StaticModel> hitMarker_; bool isVisible_{}; /// Drop down selection of ray cast type. SharedPtr<DropDownList> typeOfRayCast_; };