66 lines
2.5 KiB
C++
66 lines
2.5 KiB
C++
/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef RAYTRACER_H
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#define RAYTRACER_H
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#include "GlutDemoApplication.h"
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class btDefaultCollisionConfiguration;
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class btCollisionDispatcher;
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class btAxisSweep3;
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class btCollisionWorld;
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///Raytracer shows the inner working of the ray casting, using ray tracing rendering into a texture.
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class Raytracer : public GlutDemoApplication
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{
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btDefaultCollisionConfiguration* m_collisionConfiguration;
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btCollisionDispatcher* m_dispatcher;
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btAxisSweep3* m_overlappingPairCache;
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btCollisionWorld* m_collisionWorld;
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bool m_initialized;
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public:
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void initPhysics();
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virtual ~Raytracer();
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virtual void clientMoveAndDisplay();
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virtual void displayCallback();
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///worldRaytest performs a ray versus all objects in a collision world, returning true is a hit is found (filling in worldNormal and worldHitPoint)
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bool worldRaytest(const btVector3& rayFrom,const btVector3& rayTo,btVector3& worldNormal,btVector3& worldHitPoint);
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///singleObjectRaytest performs a ray versus one collision shape, returning true is a hit is found (filling in worldNormal and worldHitPoint)
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bool singleObjectRaytest(const btVector3& rayFrom,const btVector3& rayTo,btVector3& worldNormal,btVector3& worldHitPoint);
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///lowlevelRaytest performs a ray versus convex shape, returning true is a hit is found (filling in worldNormal and worldHitPoint)
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bool lowlevelRaytest(const btVector3& rayFrom,const btVector3& rayTo,btVector3& worldNormal,btVector3& worldHitPoint);
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static DemoApplication* Create()
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{
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Raytracer* demo = new Raytracer();
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demo->myinit();
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demo->initPhysics();
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return demo;
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}
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};
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#endif //RAYTRACER_H
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