5823b5d77d
Modified both MeshInstance tools as well as importer to use it instead of QuickHull.
39 lines
1.8 KiB
C++
39 lines
1.8 KiB
C++
#ifndef RAYCAST_MESH_H
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#define RAYCAST_MESH_H
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#include <stdint.h>
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namespace VHACD
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{
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// Very simple brute force raycast against a triangle mesh. Tests every triangle; no hierachy.
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// Does a deep copy, always does calculations with full double float precision
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class RaycastMesh
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{
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public:
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static RaycastMesh * createRaycastMesh(uint32_t vcount, // The number of vertices in the source triangle mesh
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const double *vertices, // The array of vertex positions in the format x1,y1,z1..x2,y2,z2.. etc.
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uint32_t tcount, // The number of triangles in the source triangle mesh
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const uint32_t *indices); // The triangle indices in the format of i1,i2,i3 ... i4,i5,i6, ...
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static RaycastMesh * createRaycastMesh(uint32_t vcount, // The number of vertices in the source triangle mesh
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const float *vertices, // The array of vertex positions in the format x1,y1,z1..x2,y2,z2.. etc.
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uint32_t tcount, // The number of triangles in the source triangle mesh
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const uint32_t *indices); // The triangle indices in the format of i1,i2,i3 ... i4,i5,i6, ...
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virtual bool raycast(const double *from, // The starting point of the raycast
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const double *to, // The ending point of the raycast
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const double *closestToPoint, // The point to match the nearest hit location (can just be the 'from' location of no specific point)
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double *hitLocation, // The point where the ray hit nearest to the 'closestToPoint' location
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double *hitDistance) = 0; // The distance the ray traveled to the hit location
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virtual void release(void) = 0;
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protected:
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virtual ~RaycastMesh(void) { };
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};
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} // end of VHACD namespace
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#endif
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