// Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

#ifndef __I_SCENE_COLLISION_MANAGER_H_INCLUDED__
#define __I_SCENE_COLLISION_MANAGER_H_INCLUDED__

#include "IReferenceCounted.h"
#include "position2d.h"
#include "line3d.h"

namespace irr
{

namespace scene
{
	class ICameraSceneNode;

	class ISceneCollisionManager : public virtual IReferenceCounted
	{
	public:

		//! Returns a 3d ray which would go through the 2d screen coordinates.
		/** \param pos: Screen coordinates in pixels.
		\param camera: Camera from which the ray starts. If null, the
		active camera is used.
		\return Ray starting from the position of the camera and ending
		at a length of the far value of the camera at a position which
		would be behind the 2d screen coordinates. */
		virtual core::line3d<f32> getRayFromScreenCoordinates(
			const core::position2d<s32>& pos, const ICameraSceneNode* camera = 0) = 0;

	};

} // end namespace scene
} // end namespace irr

#endif