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- #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
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