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ray_intersection_info.js
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ray_intersection_info.js
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/*
* Copyright 2010, Google Inc.
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above
* copyright notice, this list of conditions and the following disclaimer
* in the documentation and/or other materials provided with the
* distribution.
* * Neither the name of Google Inc. nor the names of its
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
/**
* A RayIntersectionInfo is used to return the results of ray intersection
* tests.
* @constructor
*/
o3d.RayIntersectionInfo = function() {
o3d.NamedObject.call(this);
o3d.RayIntersectionInfo.prototype.position = [0, 0, 0];
};
o3d.inherit('RayIntersectionInfo', 'NamedObject');
/**
* True if this ray intersection info is valid. For example if you call
* element.intersectRay on an element that has no vertex buffers the result
* will be invalid.
* @type {boolean}
*/
o3d.RayIntersectionInfo.prototype.valid = false;
/**
* True if the origin of the ray is found to be inside the box.
* @type {boolean}
*/
o3d.RayIntersectionInfo.prototype.inside = false;
/**
* True if this ray intersection intersected something.
* @type {boolean}
*/
o3d.RayIntersectionInfo.prototype.intersected = false;
/**
* The position the ray intersected something.
* type {!o3d.Point3}
*/
o3d.RayIntersectionInfo.prototype.position = [0, 0, 0];
/**
* The index of the primitive that was intersected.
* @type {number}
*/
o3d.RayIntersectionInfo.prototype.primitiveIndex = -1;