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Scene.h
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1 //
2 // Copyright (c) 2009, Markus Rickert
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29 
30 #ifndef _RL_SG_SOLID_SCENE_H_
31 #define _RL_SG_SOLID_SCENE_H_
32 
33 #include <SOLID/SOLID.h>
34 #include <SOLID/SOLID_broad.h>
35 
36 #include "../DepthScene.h"
37 #include "../DistanceScene.h"
38 #include "../RaycastScene.h"
39 #include "../SimpleScene.h"
40 
41 namespace rl
42 {
43  namespace sg
44  {
45  namespace solid
46  {
47  class Shape;
48 
50  {
51  public:
52  Scene();
53 
54  virtual ~Scene();
55 
56  bool areColliding(::rl::sg::Shape* first, ::rl::sg::Shape* second);
57 
59 
60  bool depth(::rl::sg::Shape* first, ::rl::sg::Shape* second, ::rl::math::Vector3& point1, ::rl::math::Vector3& point2);
61 
63 
65 
67 
69 
70  bool raycast(::rl::sg::Shape* shape, const ::rl::math::Vector3& source, const ::rl::math::Vector3& target, ::rl::math::Real& distance);
71 
72  void setMargin(const ::rl::math::Real& margin);
73 
74  BP_SceneHandle broad;
75 
76  DT_SceneHandle scene;
77 
78  protected:
79 
80  private:
81  static void beginOverlap(void* clientData, void* object1, void* object2);
82 
83  static void endOverlap(void* clientData, void* object1, void* object2);
84  };
85  }
86  }
87 }
88 
89 #endif // _RL_SG_SOLID_SCENE_H_