72 wxASSERT( (*ii) !=
nullptr );
74 aOutVector[i++] =
static_cast<const OBJECT_3D*
>( *ii );
102 for( LIST_OBJECT::const_iterator ii =
m_objects.begin(); ii !=
m_objects.end(); ++ii )
106 if( object->
IntersectP( aRay, aMaxDistance ) )
void ConvertTo(CONST_VECTOR_OBJECT &aOutVector) const
virtual ~CONTAINER_3D_BASE()
bool Intersect(const RAY &aRay, HITINFO &aHitInfo) const override
bool IntersectP(const RAY &aRay, float aMaxDistance) const override
virtual bool Intersect(const RAY &aRay, HITINFO &aHitInfo) const =0
virtual bool IntersectP(const RAY &aRay, float aMaxDistance) const =0
std::vector< const OBJECT_3D * > CONST_VECTOR_OBJECT
bool Intersect(const RAY &aRay, float *t) const
void Reset()
Reset the bounding box to zero and de-initialize it.
Stores the hit information of a ray with a point on the surface of a object.