1 | #ifndef RAYCAST_MESH_H |
2 | |
3 | #define RAYCAST_MESH_H |
4 | |
5 | #include <stdint.h> |
6 | |
7 | namespace VHACD |
8 | { |
9 | |
10 | // Very simple brute force raycast against a triangle mesh. Tests every triangle; no hierachy. |
11 | // Does a deep copy, always does calculations with full double float precision |
12 | class RaycastMesh |
13 | { |
14 | public: |
15 | static RaycastMesh * createRaycastMesh(uint32_t vcount, // The number of vertices in the source triangle mesh |
16 | const double *vertices, // The array of vertex positions in the format x1,y1,z1..x2,y2,z2.. etc. |
17 | uint32_t tcount, // The number of triangles in the source triangle mesh |
18 | const uint32_t *indices); // The triangle indices in the format of i1,i2,i3 ... i4,i5,i6, ... |
19 | |
20 | static RaycastMesh * createRaycastMesh(uint32_t vcount, // The number of vertices in the source triangle mesh |
21 | const float *vertices, // The array of vertex positions in the format x1,y1,z1..x2,y2,z2.. etc. |
22 | uint32_t tcount, // The number of triangles in the source triangle mesh |
23 | const uint32_t *indices); // The triangle indices in the format of i1,i2,i3 ... i4,i5,i6, ... |
24 | |
25 | |
26 | virtual bool raycast(const double *from, // The starting point of the raycast |
27 | const double *to, // The ending point of the raycast |
28 | const double *closestToPoint, // The point to match the nearest hit location (can just be the 'from' location of no specific point) |
29 | double *hitLocation, // The point where the ray hit nearest to the 'closestToPoint' location |
30 | double *hitDistance) = 0; // The distance the ray traveled to the hit location |
31 | |
32 | virtual void release(void) = 0; |
33 | protected: |
34 | virtual ~RaycastMesh(void) { }; |
35 | }; |
36 | |
37 | } // end of VHACD namespace |
38 | |
39 | #endif |
40 | |