/// Copyright (c) 2021 Iiro Iivanainen, Harri Linna, Jere Pakkanen, Riikka Vilavaara /// /// Permission is hereby granted, free of charge, to any person obtaining /// a copy of this software and associated documentation files (the /// "Software"), to deal in the Software without restriction, including /// without limitation the rights to use, copy, modify, merge, publish, /// distribute, sublicense, and/or sell copies of the Software, and to /// permit persons to whom the Software is furnished to do so, subject to /// the following conditions: /// /// The above copyright notice and this permission notice shall be included /// in all copies or substantial portions of the Software. /// /// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, /// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF /// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. /// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY /// CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, /// TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE /// SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. using System; using System.Numerics; using SharpGL; using SharpGL.WPF; using SharpGL.SceneGraph; using SharpGL.SceneGraph.Assets; namespace WPFOpenGL { public abstract class Shape { public abstract bool IntersectRay(Vector3 rayOrigin, Vector3 rayDirection, out Vector3 hit, out float distance); public abstract void Render(OpenGL openGL); public bool isVisible = true; public bool isRaycastable = true; public void SetIsRaycastable(bool isRaycastable) { this.isRaycastable = isRaycastable; } public void SetIsVisible(bool isVisible) { this.isVisible = isVisible; } } }