Lysa Nodes  0.0
Lysa Nodes — Scene Graph for the Lysa Engine
RayCast Class Reference

Detailed Description

A ray in 3D space, used to find the first CollisionObject it intersects.

+ Inheritance diagram for RayCast:

Public Member Functions

 RayCast (const float3 &target, collision_layer layer, const std::string &name=TypeNames[RAYCAST])
 
 RayCast (const std::string &name=TypeNames[RAYCAST])
 
float3 getGlobalPosition () const override
 
float3 localPositionToGlobalPosition (const float3 &position) const override
 
bool isProcessed () const override
 
bool isParent (const ::lysa::CollisionObject *collisionObject) const override
 
CollisionObjectgetCollider () const
 
- Public Member Functions inherited from Node
 Node (const Node &node)
 
 Node (const std::string &name=TypeNames[NODE], Type type=NODE)
 
virtual ~Node () = default
 
auto getId () const
 
virtual void onReady ()
 
virtual void onEnterScene ()
 
virtual void onExitScene ()
 
virtual void onProcess (const float alpha)
 
virtual void onPhysicsProcess (const float delta)
 
virtual bool onInput (const InputEvent &inputEvent)
 
const float4x4 & getTransform () const
 
void setTransform (const float4x4 &transform)
 
const float4x4 & getTransformGlobal () const
 
virtual void setPosition (const float3 &position)
 
virtual void setPosition (const float x, const float y, const float z)
 
float3 getPosition () const
 
void translate (const float3 &localOffset)
 
void translate (const float x, const float y, const float z)
 
virtual void setPositionGlobal (const float3 &position)
 
virtual void setPositionGlobal (const float x, const float y, const float z)
 
float3 getPositionGlobal () const
 
void rotate (const quaternion &quaternion)
 
void rotateX (float angle)
 
void rotateY (float angle)
 
void rotateZ (float angle)
 
void rotateGlobalX (float angle)
 
void rotateGlobalY (float angle)
 
void rotateGlobalZ (float angle)
 
quaternion getRotation () const
 
quaternion getRotationGlobal () const
 
float3 getRotationEulerAngles () const
 
float3 getRotationEulerAnglesGlobal () const
 
virtual void scale (float scale)
 
void setScale (const float3 &scale)
 
void setRotation (const quaternion &quat)
 
void setRotationGlobal (const quaternion &quat)
 
void setRotation (const float3 &rot)
 
void setRotationX (float angle)
 
void setRotationY (float angle)
 
void setRotationZ (float angle)
 
float getRotationX () const
 
float getRotationY () const
 
float getRotationZ () const
 
float getRotationGlobalX () const
 
float getRotationGlobalY () const
 
float getRotationGlobalZ () const
 
void setRotationGlobalX (float angle)
 
void setRotationGlobalY (float angle)
 
void setRotationGlobalZ (float angle)
 
float3 getScale () const
 
float3 getScaleGlobal () const
 
template<typename T = Node>
const std::shared_ptr< T > & addChild (const std::shared_ptr< T > &child, bool async=false)
 
template<typename T = Node>
bool removeChild (const std::shared_ptr< T > &child)
 
void removeAllChildren (bool async=false)
 
void lookAt (const float3 &target)
 
template<typename T = Node>
std::list< std::shared_ptr< T > > findAllChildrenByGroup (const std::string &groupName, const bool recursive=true) const
 
const std::list< std::string > & getGroups () const
 
void addToGroup (const std::string &group)
 
void removeFromGroup (const std::string &group)
 
virtual bool isVisible () const
 
virtual void setVisible (bool visible=true)
 
bool isInGroup (const std::string &group) const
 
void setProcessMode (const ProcessMode mode)
 
bool isProcessed () const
 
auto getType () const
 
std::string getPath () const
 
virtual void setProperty (const std::string &property, const std::string &value)
 
void printTree (int tab=0) const
 
std::shared_ptr< Node > duplicate (bool recursiveFilter=false) const
 
float3 toGlobal (const float3 &local) const
 
float3 toLocal (const float3 &global) const
 
float3 getRightVector () const
 
float3 getLeftVector () const
 
float3 getFrontVector () const
 
float3 getBackVector () const
 
float3 getUpVector () const
 
float3 getDownVector () const
 
template<typename T >
bool haveChild (const std::shared_ptr< T > &child, const bool recursive=true) const
 
template<typename T = Node>
std::shared_ptr< T > getChild (const std::string &name) const
 
template<typename T = Node>
std::shared_ptr< T > getChildByPath (const std::string &path) const
 
template<typename T = Node>
std::string getRelativePath (const std::shared_ptr< T > &root) const
 
template<typename T = Node>
std::shared_ptr< T > findFirstChild (const std::string &name) const
 
template<typename T >
std::shared_ptr< T > findFirstChild (const bool recursive=true) const
 
template<typename T >
std::list< std::shared_ptr< T > > findAllChildren (const bool recursive=true) const
 
template<typename T = Node>
std::list< std::shared_ptr< T > > findAllChildren (const std::string &name, const bool recursive=true) const
 
const std::list< std::shared_ptr< Node > > & getChildren ()
 
const std::list< std::shared_ptr< Node > > & getChildren () const
 
void setName (const std::string &nodeName)
 
template<typename T = Node>
std::shared_ptr< T > getSharedPtr ()
 
const std::string & getName () const
 
template<typename T = Scene>
T * getScene () const
 
const auto & getParent () const
 
bool haveParent () const
 
virtual std::shared_ptr< Node > copy () const
 
void setLuaThis () override
 

Additional Inherited Members

- Public Types inherited from Node
enum  Type {
  ANIMATION_PLAYER, CAMERA, CHARACTER, COLLISION_AREA,
  COLLISION_OBJECT, DIRECTIONAL_LIGHT, ENVIRONMENT, KINEMATIC_BODY,
  LIGHT, MESH_INSTANCE, NODE, OMNI_LIGHT,
  PHYSICS_BODY, RAYCAST, RIGID_BODY, SKYBOX,
  SPOT_LIGHT, STATIC_BODY, VIEWPORT
}
 Node type. More...
 
- Static Public Member Functions inherited from Node
static std::string sanitizeName (const std::string &name)
 
- Static Public Attributes inherited from Node
static constexpr auto TypeNames
 Display names for each node Type value, indexed by the Type enum. More...
 
- Protected Member Functions inherited from Node
virtual void updateGlobalTransform ()
 
- Protected Attributes inherited from Node
float4x4 localTransform {}
 
float4x4 globalTransform {}
 
Scene * scene {nullptr}
 

Constructor & Destructor Documentation

RayCast ( const float3 &  target,
collision_layer  layer,
const std::string &  name = TypeNames[RAYCAST] 
)

Creates a RayCast

Parameters
targetThe ray's destination point, relative to the RayCast's position
layerThe ray's collision layer
nameThe node's name
RayCast ( const std::string &  name = TypeNames[RAYCAST])

Creates a RayCast with a [0.0, 0.0, 0.0] target

Parameters
nameThe node's name

Member Function Documentation

CollisionObject* getCollider ( ) const
inline

Returns the first CollisionObject the ray intersected, or nullptr if there was no hit.

float3 getGlobalPosition ( ) const
inlineoverride

Returns the world-space origin of the ray.

bool isParent ( const ::lysa::CollisionObject *  collisionObject) const
inlineoverride

Returns true if collisionObject is the direct parent of this ray cast node.

bool isProcessed ( ) const
inlineoverride

Returns true if the ray cast has been evaluated in the current physics tick.

float3 localPositionToGlobalPosition ( const float3 &  position) const
inlineoverride

Converts a position in the node's local space to world space.