26 _origin(
LPoint3(0.0, 0.0, 0.0)),
38 _origin(origin), _direction(direction)
49 CollisionRay(PN_stdfloat ox, PN_stdfloat oy, PN_stdfloat oz,
50 PN_stdfloat dx, PN_stdfloat dy, PN_stdfloat dz) :
51 _origin(ox, oy, oz), _direction(dx, dy, dz)
64 _origin(copy._origin),
65 _direction(copy._direction)
74 INLINE
void CollisionRay::
75 set_origin(
const LPoint3 &origin) {
77 mark_internal_bounds_stale();
86 INLINE
void CollisionRay::
87 set_origin(PN_stdfloat x, PN_stdfloat y, PN_stdfloat z) {
96 INLINE
const LPoint3 &CollisionRay::
106 INLINE
void CollisionRay::
107 set_direction(
const LVector3 &direction) {
108 _direction = direction;
109 mark_internal_bounds_stale();
119 INLINE
void CollisionRay::
120 set_direction(PN_stdfloat x, PN_stdfloat y, PN_stdfloat z) {
129 INLINE
const LVector3 &CollisionRay::
130 get_direction()
const {
An infinite ray, with a specific origin and direction.
The abstract base class for all things that can collide with other things in the world, and all the things they can collide with (except geometry).
A node that contains a Lens.
static const LPoint3f & zero()
Returns a zero-length point.
This is a three-component vector distance (as opposed to a three-component point, which represents a ...
This is a three-component point in space (as opposed to a three-component vector, which represents a ...
bool set_from_lens(LensNode *camera, const LPoint2 &point)
Accepts a LensNode and a 2-d point in the range [-1,1].
This is a two-component point in space.
CollisionRay()
Creates an invalid ray.