Updated raylib-cpp header files

This commit is contained in:
2025-09-08 22:06:21 -04:00
parent a0a658ca8a
commit fff611cc72
45 changed files with 2533 additions and 2382 deletions

View File

@@ -1,28 +1,24 @@
#ifndef RAYLIB_CPP_INCLUDE_RAY_HPP_
#define RAYLIB_CPP_INCLUDE_RAY_HPP_
#include "./raylib.hpp"
#include "./raylib-cpp-utils.hpp"
#include "./RayCollision.hpp"
#include "./raylib-cpp-utils.hpp"
#include "./raylib.hpp"
namespace raylib {
/**
* Ray type (useful for raycast)
*/
class Ray : public ::Ray {
public:
Ray(const ::Ray& ray) {
set(ray);
}
public:
Ray(const ::Ray& ray) { set(ray); }
Ray(::Vector3 position = {0.0f, 0.0f, 0.0f}, ::Vector3 direction = {0.0f, 0.0f, 0.0f}) :
::Ray{position, direction} {
Ray(::Vector3 position = {0.0f, 0.0f, 0.0f}, ::Vector3 direction = {0.0f, 0.0f, 0.0f})
: ::Ray{position, direction} {
// Nothing.
}
Ray(::Vector2 mousePosition, const ::Camera& camera) {
set(::GetMouseRay(mousePosition, camera));
}
Ray(::Vector2 mousePosition, const ::Camera& camera) { set(::GetMouseRay(mousePosition, camera)); }
Ray& operator=(const ::Ray& ray) {
set(ray);
@@ -35,67 +31,60 @@ class Ray : public ::Ray {
/**
* Draw a ray line
*/
inline void Draw(::Color color) const {
DrawRay(*this, color);
}
void Draw(::Color color) const { DrawRay(*this, color); }
/**
* Get collision information between ray and sphere
*/
inline RayCollision GetCollision(::Vector3 center, float radius) const {
RayCollision GetCollision(::Vector3 center, float radius) const {
return ::GetRayCollisionSphere(*this, center, radius);
}
/**
* Detect collision between ray and box
*/
inline RayCollision GetCollision(const ::BoundingBox& box) const {
return ::GetRayCollisionBox(*this, box);
}
RayCollision GetCollision(const ::BoundingBox& box) const { return ::GetRayCollisionBox(*this, box); }
/**
* Get collision information between ray and mesh
*/
inline RayCollision GetCollision(const ::Mesh& mesh, const ::Matrix& transform) const {
RayCollision GetCollision(const ::Mesh& mesh, const ::Matrix& transform) const {
return ::GetRayCollisionMesh(*this, mesh, transform);
}
/**
* Get collision info between ray and triangle
*/
inline RayCollision GetCollision(::Vector3 p1, ::Vector3 p2, ::Vector3 p3) const {
RayCollision GetCollision(::Vector3 p1, ::Vector3 p2, ::Vector3 p3) const {
return ::GetRayCollisionTriangle(*this, p1, p2, p3);
}
/**
* Get collision info between ray and quad
*/
inline RayCollision GetCollision(::Vector3 p1, ::Vector3 p2, ::Vector3 p3, ::Vector3 p4) const {
RayCollision GetCollision(::Vector3 p1, ::Vector3 p2, ::Vector3 p3, ::Vector3 p4) const {
return ::GetRayCollisionQuad(*this, p1, p2, p3, p4);
}
/**
* Get a ray trace from mouse position
*/
inline static Ray GetMouse(::Vector2 mousePosition, const ::Camera& camera) {
static Ray GetMouse(::Vector2 mousePosition, const ::Camera& camera) {
return ::GetMouseRay(mousePosition, camera);
}
/**
* Get a ray trace from mouse position
*/
inline static Ray GetMouse(const ::Camera& camera) {
return ::GetMouseRay(::GetMousePosition(), camera);
}
protected:
inline void set(const ::Ray& ray) {
static Ray GetMouse(const ::Camera& camera) { return ::GetMouseRay(::GetMousePosition(), camera); }
protected:
void set(const ::Ray& ray) {
position = ray.position;
direction = ray.direction;
}
};
} // namespace raylib
} // namespace raylib
using RRay = raylib::Ray;
#endif // RAYLIB_CPP_INCLUDE_RAY_HPP_
#endif // RAYLIB_CPP_INCLUDE_RAY_HPP_