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castmaster.cpp
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castmaster.cpp
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/* Blip 'n Blup
// Copyright (C) 2016 LucKey Productions (luckeyproductions.nl)
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
// Commercial licenses are available through frode@lindeijer.nl
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License along
// with this program; if not, write to the Free Software Foundation, Inc.,
// 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "castmaster.h"
CastMaster::CastMaster(Context* context) : Object(context)
{
}
bool CastMaster::PhysicsRayCast(PODVector<PhysicsRaycastResult> &hitResults, const Ray ray,
const float distance, const unsigned collisionMask)
{
if (distance > 1.0e-9)
MC->GetScene()->GetComponent<PhysicsWorld>()->Raycast(hitResults, ray, distance, collisionMask);
return (hitResults.Size() > 0);
}
bool CastMaster::PhysicsSphereCast(PhysicsRaycastResult &hitResult, const Ray ray,
const float radius, const float distance, const unsigned collisionMask)
{
if (radius > 1.0e-9)
MC->GetScene()->GetComponent<PhysicsWorld>()->SphereCast(hitResult, ray, radius, distance, collisionMask);
return hitResult.body_ != nullptr;
}