#ifndef RAYCAST_MESH_H #define RAYCAST_MESH_H #include 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