aboutsummaryrefslogtreecommitdiff
path: root/sdk/extensions/authoring/source/VHACD/inc/vhacdRaycastMesh.h
diff options
context:
space:
mode:
authorBryan Galdrikian <[email protected]>2018-05-31 11:36:08 -0700
committerBryan Galdrikian <[email protected]>2018-05-31 11:36:08 -0700
commit7115f60b91b5717d90f643fd692010905c7004db (patch)
treeeffd68c6978751c517d54c2f2bb5bb6e7dc93e18 /sdk/extensions/authoring/source/VHACD/inc/vhacdRaycastMesh.h
parentUpdating BlastTool zip (diff)
downloadblast-7115f60b91b5717d90f643fd692010905c7004db.tar.xz
blast-7115f60b91b5717d90f643fd692010905c7004db.zip
Blast 1.1.3. See docs/release_notes.txt.v1.1.3_rc1
Diffstat (limited to 'sdk/extensions/authoring/source/VHACD/inc/vhacdRaycastMesh.h')
-rwxr-xr-x[-rw-r--r--]sdk/extensions/authoring/source/VHACD/inc/vhacdRaycastMesh.h78
1 files changed, 39 insertions, 39 deletions
diff --git a/sdk/extensions/authoring/source/VHACD/inc/vhacdRaycastMesh.h b/sdk/extensions/authoring/source/VHACD/inc/vhacdRaycastMesh.h
index 93bf299..2d322e3 100644..100755
--- a/sdk/extensions/authoring/source/VHACD/inc/vhacdRaycastMesh.h
+++ b/sdk/extensions/authoring/source/VHACD/inc/vhacdRaycastMesh.h
@@ -1,39 +1,39 @@
-#ifndef RAYCAST_MESH_H
-
-#define RAYCAST_MESH_H
-
-#include <stdint.h>
-
-namespace VHACD
-{
-
- // Very simple brute force raycast against a triangle mesh. Tests every triangle; no hierachy.
- // Does a deep copy, always does calculations with full double float precision
- class RaycastMesh
- {
- public:
- static RaycastMesh * createRaycastMesh(uint32_t vcount, // The number of vertices in the source triangle mesh
- const double *vertices, // The array of vertex positions in the format x1,y1,z1..x2,y2,z2.. etc.
- uint32_t tcount, // The number of triangles in the source triangle mesh
- const uint32_t *indices); // The triangle indices in the format of i1,i2,i3 ... i4,i5,i6, ...
-
- static RaycastMesh * createRaycastMesh(uint32_t vcount, // The number of vertices in the source triangle mesh
- const float *vertices, // The array of vertex positions in the format x1,y1,z1..x2,y2,z2.. etc.
- uint32_t tcount, // The number of triangles in the source triangle mesh
- const uint32_t *indices); // The triangle indices in the format of i1,i2,i3 ... i4,i5,i6, ...
-
-
- virtual bool raycast(const double *from, // The starting point of the raycast
- const double *to, // The ending point of the raycast
- const double *closestToPoint, // The point to match the nearest hit location (can just be the 'from' location of no specific point)
- double *hitLocation, // The point where the ray hit nearest to the 'closestToPoint' location
- double *hitDistance) = 0; // The distance the ray traveled to the hit location
-
- virtual void release(void) = 0;
- protected:
- virtual ~RaycastMesh(void) { };
- };
-
-} // end of VHACD namespace
-
-#endif
+#ifndef RAYCAST_MESH_H
+
+#define RAYCAST_MESH_H
+
+#include <stdint.h>
+
+namespace VHACD
+{
+
+ // Very simple brute force raycast against a triangle mesh. Tests every triangle; no hierachy.
+ // Does a deep copy, always does calculations with full double float precision
+ class RaycastMesh
+ {
+ public:
+ static RaycastMesh * createRaycastMesh(uint32_t vcount, // The number of vertices in the source triangle mesh
+ const double *vertices, // The array of vertex positions in the format x1,y1,z1..x2,y2,z2.. etc.
+ uint32_t tcount, // The number of triangles in the source triangle mesh
+ const uint32_t *indices); // The triangle indices in the format of i1,i2,i3 ... i4,i5,i6, ...
+
+ static RaycastMesh * createRaycastMesh(uint32_t vcount, // The number of vertices in the source triangle mesh
+ const float *vertices, // The array of vertex positions in the format x1,y1,z1..x2,y2,z2.. etc.
+ uint32_t tcount, // The number of triangles in the source triangle mesh
+ const uint32_t *indices); // The triangle indices in the format of i1,i2,i3 ... i4,i5,i6, ...
+
+
+ virtual bool raycast(const double *from, // The starting point of the raycast
+ const double *to, // The ending point of the raycast
+ const double *closestToPoint, // The point to match the nearest hit location (can just be the 'from' location of no specific point)
+ double *hitLocation, // The point where the ray hit nearest to the 'closestToPoint' location
+ double *hitDistance) = 0; // The distance the ray traveled to the hit location
+
+ virtual void release(void) = 0;
+ protected:
+ virtual ~RaycastMesh(void) { };
+ };
+
+} // end of VHACD namespace
+
+#endif