/* * LICENSE: zlib/libpng * * raylib-cpp is licensed under an unmodified zlib/libpng license, which is an OSI-certified, * BSD-like license that allows static linking with closed source software: * * Copyright (c) 2020 Rob Loach (@RobLoach) * * This software is provided "as-is", without any express or implied warranty. In no event * will the authors be held liable for any damages arising from the use of this software. * * Permission is granted to anyone to use this software for any purpose, including commercial * applications, and to alter it and redistribute it freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not claim that you * wrote the original software. If you use this software in a product, an acknowledgment * in the product documentation would be appreciated but is not required. * * 2. Altered source versions must be plainly marked as such, and must not be misrepresented * as being the original software. * * 3. This notice may not be removed or altered from any source distribution. */ #ifndef RAYLIB_CPP_INCLUDE_RAY_HPP_ #define RAYLIB_CPP_INCLUDE_RAY_HPP_ #include "./raylib.hpp" #include "./raylib-cpp-utils.hpp" #include "./RayHitInfo.hpp" namespace raylib { class Ray : public ::Ray { public: Ray(::Ray ray) { set(ray); } Ray(::Vector3 Position, ::Vector3 Direction) { position = Position; direction = Direction; } Ray(::Vector2 mousePosition, ::Camera camera) { set(GetMouseRay(mousePosition, camera)); } Ray& operator=(const ::Ray& ray) { set(ray); return *this; } Ray& operator=(const Ray& ray) { set(ray); return *this; } GETTERSETTER(::Vector3, Position, position) GETTERSETTER(::Vector3, Direction, direction) inline Ray& Draw(::Color color) { DrawRay(*this, color); return *this; } inline bool CheckCollisionSphere(::Vector3 center, float radius) const { return CheckCollisionRaySphere(*this, center, radius); } inline bool CheckCollisionSphereEx(::Vector3 center, float radius, ::Vector3 *collisionPoint) const { return CheckCollisionRaySphereEx(*this, center, radius, collisionPoint); } inline bool CheckCollisionBox(::BoundingBox box) const { return CheckCollisionRayBox(*this, box); } inline RayHitInfo GetCollisionModel(::Model model) { return GetCollisionRayModel(*this, model); } inline RayHitInfo GetCollisionTriangle(::Vector3 p1, ::Vector3 p2, ::Vector3 p3) { return GetCollisionRayTriangle(*this, p1, p2, p3); } inline RayHitInfo GetCollisionGround(float groundHeight) { return GetCollisionRayGround(*this, groundHeight); } protected: inline void set(::Ray ray) { position = ray.position; direction = ray.direction; } }; } // namespace raylib #endif // RAYLIB_CPP_INCLUDE_RAY_HPP_