1#ifndef RAYLIB_CPP_INCLUDE_RAYCOLLISION_HPP_
2#define RAYLIB_CPP_INCLUDE_RAYCOLLISION_HPP_
5#include "./raylib-cpp-utils.hpp"
18 ::Vector3 point, ::Vector3 normal) : ::RayCollision{hit, distance, point, normal} {
26 set(::GetRayCollisionBox(ray, box));
32 RayCollision(const ::Ray& ray, const ::Mesh& mesh, const ::Matrix& transform) {
33 set(::GetRayCollisionMesh(ray, mesh, transform));
39 RayCollision(const ::Ray& ray, ::Vector3 p1, ::Vector3 p2, ::Vector3 p3, ::Vector3 p4) {
40 set(::GetRayCollisionQuad(ray, p1, p2, p3, p4));
47 set(::GetRayCollisionSphere(ray, center, radius));
53 RayCollision(const ::Ray& ray, ::Vector3 p1, ::Vector3 p2, ::Vector3 p3) {
54 set(::GetRayCollisionTriangle(ray, p1, p2, p3));
62 GETTERSETTER(
bool, Hit, hit)
63 GETTERSETTER(
float, Distance, distance)
70 distance = ray.distance;
RayCollision(const ::Ray &ray, const ::Mesh &mesh, const ::Matrix &transform)
Get collision info between ray and mesh.
RayCollision(const ::Ray &ray, ::Vector3 p1, ::Vector3 p2, ::Vector3 p3)
Get collision info between ray and triangle.
RayCollision(const ::Ray &ray, const ::BoundingBox &box)
Get collision info between ray and bounding box.
RayCollision(const ::Ray &ray, ::Vector3 p1, ::Vector3 p2, ::Vector3 p3, ::Vector3 p4)
Get collision info between ray and quad.
RayCollision(const ::Ray &ray, ::Vector3 center, float radius)
Get collision info between ray and sphere.