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OpenMW/apps/openmw/mwphysics/raycasting.hpp

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#ifndef OPENMW_MWPHYSICS_RAYCASTING_H
#define OPENMW_MWPHYSICS_RAYCASTING_H
#include <osg/Vec3f>
#include "../mwworld/ptr.hpp"
#include "collisiontype.hpp"
namespace MWPhysics
{
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class RayCastingResult
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{
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public:
bool mHit;
osg::Vec3f mHitPos;
osg::Vec3f mHitNormal;
MWWorld::Ptr mHitObject;
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};
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class RayCastingInterface
{
public:
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virtual ~RayCastingInterface() = default;
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/// @param me Optional, a Ptr to ignore in the list of results. targets are actors to filter for, ignoring all
/// other actors.
virtual RayCastingResult castRay(const osg::Vec3f& from, const osg::Vec3f& to,
const MWWorld::ConstPtr& ignore = MWWorld::ConstPtr(),
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const std::vector<MWWorld::Ptr>& targets = std::vector<MWWorld::Ptr>(), int mask = CollisionType_Default,
int group = 0xff) const = 0;
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RayCastingResult castRay(const osg::Vec3f& from, const osg::Vec3f& to, int mask) const
{
return castRay(from, to, MWWorld::ConstPtr(), std::vector<MWWorld::Ptr>(), mask);
}
virtual RayCastingResult castSphere(const osg::Vec3f& from, const osg::Vec3f& to, float radius,
int mask = CollisionType_Default, int group = 0xff) const = 0;
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/// Return true if actor1 can see actor2.
virtual bool getLineOfSight(const MWWorld::ConstPtr& actor1, const MWWorld::ConstPtr& actor2) const = 0;
};
}
#endif