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**
** Copyright (C) 2008-2012 NVIDIA Corporation.
** Copyright (C) 2019 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
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** This file is part of Qt Quick 3D.
**
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#ifndef QSSG_RENDER_RAY_H
#define QSSG_RENDER_RAY_H
//
// W A R N I N G
// -------------
//
// This file is not part of the Qt API. It exists purely as an
// implementation detail. This header file may change from version to
// version without notice, or even be removed.
//
// We mean it.
//
#include <QtQuick3DUtils/private/qssgoption_p.h>
#include <QtQuick3DUtils/private/qssgbounds3_p.h>
#include <QtQuick3DUtils/private/qssgplane_p.h>
#include <QtGui/QVector2D>
#include <QtGui/QVector3D>
#include <QtGui/QMatrix4x4>
QT_BEGIN_NAMESPACE
enum class QSSGRenderBasisPlanes
{
XY,
YZ,
XZ,
};
struct QSSGRenderRay
{
QVector3D origin;
QVector3D direction;
QSSGRenderRay() = default;
QSSGRenderRay(const QVector3D &inOrigin, const QVector3D &inDirection)
: origin(inOrigin), direction(inDirection)
{
}
// If we are parallel, then no intersection of course.
QSSGOption<QVector3D> intersect(const QSSGPlane &inPlane) const;
struct IntersectionResult
{
bool intersects = false;
float rayLengthSquared = 0.; // Length of the ray in world coordinates for the hit.
QVector2D relXY; // UV coords for further mouse picking against a offscreen-rendered object.
QVector3D scenePosition;
IntersectionResult() = default;
IntersectionResult(float rl, QVector2D relxy, QVector3D scenePosition)
: intersects(true)
, rayLengthSquared(rl)
, relXY(relxy)
, scenePosition(scenePosition)
{}
};
IntersectionResult intersectWithAABB(const QMatrix4x4 &inGlobalTransform, const QSSGBounds3 &inBounds,
bool inForceIntersect = false) const;
QSSGOption<QVector2D> relative(const QMatrix4x4 &inGlobalTransform,
const QSSGBounds3 &inBounds,
QSSGRenderBasisPlanes inPlane) const;
QSSGOption<QVector2D> relativeXY(const QMatrix4x4 &inGlobalTransform, const QSSGBounds3 &inBounds) const
{
return relative(inGlobalTransform, inBounds, QSSGRenderBasisPlanes::XY);
}
};
QT_END_NAMESPACE
#endif