Updated raylib-cpp header files
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@@ -1,57 +1,60 @@
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#ifndef RAYLIB_CPP_INCLUDE_RAYCOLLISION_HPP_
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#define RAYLIB_CPP_INCLUDE_RAYCOLLISION_HPP_
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#include "./raylib.hpp"
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#include "./raylib-cpp-utils.hpp"
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#include "./raylib.hpp"
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namespace raylib {
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/**
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* Raycast hit information
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*/
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class RayCollision : public ::RayCollision {
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public:
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RayCollision(const ::RayCollision& ray) {
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set(ray);
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}
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public:
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RayCollision(const ::RayCollision& ray) : ::RayCollision(ray) { }
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RayCollision(bool hit, float distance,
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::Vector3 point, ::Vector3 normal) : ::RayCollision{hit, distance, point, normal} {
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RayCollision(bool hit, float distance, ::Vector3 point, ::Vector3 normal)
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: ::RayCollision{hit, distance, point, normal} {
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// Nothing.
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}
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/**
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* Get collision info between ray and bounding box
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*/
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RayCollision(const ::Ray& ray, const ::BoundingBox& box) {
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set(::GetRayCollisionBox(ray, box));
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RayCollision(const ::Ray& ray, const ::BoundingBox& box)
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: ::RayCollision(::GetRayCollisionBox(ray, box)) {
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// Nothing.
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}
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/**
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* Get collision info between ray and mesh
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*/
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RayCollision(const ::Ray& ray, const ::Mesh& mesh, const ::Matrix& transform) {
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set(::GetRayCollisionMesh(ray, mesh, transform));
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RayCollision(const ::Ray& ray, const ::Mesh& mesh, const ::Matrix& transform)
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: ::RayCollision(::GetRayCollisionMesh(ray, mesh, transform)) {
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// Nothing.
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}
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/**
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* Get collision info between ray and quad
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*/
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RayCollision(const ::Ray& ray, ::Vector3 p1, ::Vector3 p2, ::Vector3 p3, ::Vector3 p4) {
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set(::GetRayCollisionQuad(ray, p1, p2, p3, p4));
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RayCollision(const ::Ray& ray, ::Vector3 p1, ::Vector3 p2, ::Vector3 p3, ::Vector3 p4)
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: ::RayCollision(::GetRayCollisionQuad(ray, p1, p2, p3, p4)) {
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// Nothing.
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}
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/**
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* Get collision info between ray and sphere
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*/
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RayCollision(const ::Ray& ray, ::Vector3 center, float radius) {
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set(::GetRayCollisionSphere(ray, center, radius));
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RayCollision(const ::Ray& ray, ::Vector3 center, float radius)
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: ::RayCollision(::GetRayCollisionSphere(ray, center, radius)) {
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// Nothing.
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}
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/**
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* Get collision info between ray and triangle
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*/
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RayCollision(const ::Ray& ray, ::Vector3 p1, ::Vector3 p2, ::Vector3 p3) {
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set(::GetRayCollisionTriangle(ray, p1, p2, p3));
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RayCollision(const ::Ray& ray, ::Vector3 p1, ::Vector3 p2, ::Vector3 p3)
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: ::RayCollision(::GetRayCollisionTriangle(ray, p1, p2, p3)) {
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// Nothing.
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}
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RayCollision& operator=(const ::RayCollision& ray) {
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@@ -63,8 +66,7 @@ class RayCollision : public ::RayCollision {
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GETTERSETTER(float, Distance, distance)
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GETTERSETTER(::Vector3, Position, point)
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GETTERSETTER(::Vector3, Normal, normal)
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protected:
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protected:
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void set(const ::RayCollision& ray) {
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hit = ray.hit;
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distance = ray.distance;
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@@ -72,8 +74,8 @@ class RayCollision : public ::RayCollision {
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normal = ray.normal;
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}
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};
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} // namespace raylib
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} // namespace raylib
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using RRayCollision = raylib::RayCollision;
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#endif // RAYLIB_CPP_INCLUDE_RAYCOLLISION_HPP_
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#endif // RAYLIB_CPP_INCLUDE_RAYCOLLISION_HPP_
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