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#include <ISceneCollisionManager.h>
Inheritance diagram for irr::scene::ISceneCollisionManager:

Public Member Functions | |
| virtual bool | getCollisionPoint (const core::line3d< f32 > &ray, ITriangleSelector *selector, core::vector3df &outCollisionPoint, core::triangle3df &outTriangle)=0 |
| Finds the collision point of a line and lots of triangles, if there is one. | |
| virtual core::vector3df | getCollisionResultPosition (ITriangleSelector *selector, const core::vector3df &ellipsoidPosition, const core::vector3df &ellipsoidRadius, const core::vector3df &ellipsoidDirectionAndSpeed, core::triangle3df &triout, bool &outFalling, f32 slidingSpeed=0.0005f, const core::vector3df &gravityDirectionAndSpeed=core::vector3df(0.0f, 0.0f, 0.0f))=0 |
| Collides a moving ellipsoid with a 3d world with gravity and returns the resulting new position of the ellipsoid. | |
| virtual core::line3d< f32 > | getRayFromScreenCoordinates (core::position2d< s32 > pos, ICameraSceneNode *camera=0)=0 |
| Returns a 3d ray which would go through the 2d screen coodinates. | |
| virtual ISceneNode * | getSceneNodeFromCameraBB (ICameraSceneNode *camera, s32 idBitMask=0, bool bNoDebugObjects=false)=0 |
| Get the scene node, which the overgiven camera is looking at and whose id matches the bitmask. | |
| virtual ISceneNode * | getSceneNodeFromRayBB (core::line3d< f32 > ray, s32 idBitMask=0, bool bNoDebugObjects=false)=0 |
| Get the nearest scene node which collides with a 3d ray and whose id matches a bitmask. | |
| virtual ISceneNode * | getSceneNodeFromScreenCoordinatesBB (core::position2d< s32 > pos, s32 idBitMask=0, bool bNoDebugObjects=false)=0 |
| Gets the scene node, which is currently visible under the given screencoordinates, viewed from the currently active camera. | |
| virtual core::position2d< s32 > | getScreenCoordinatesFrom3DPosition (core::vector3df pos, ICameraSceneNode *camera=0)=0 |
| Calculates 2d screen position from a 3d position. | |
| virtual | ~ISceneCollisionManager () |
| Destructor. | |
Definition at line 24 of file ISceneCollisionManager.h.
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Destructor.
Definition at line 29 of file ISceneCollisionManager.h. |
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Finds the collision point of a line and lots of triangles, if there is one.
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Collides a moving ellipsoid with a 3d world with gravity and returns the resulting new position of the ellipsoid. This can be used for moving a character in a 3d world: The character will slide at walls and is able to walk up stairs. The method used how to calculate the collision result position is based on the paper "Improved Collision detection and Response" by Kasper Fauerby.
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Returns a 3d ray which would go through the 2d screen coodinates.
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Get the scene node, which the overgiven camera is looking at and whose id matches the bitmask. A ray is simply casted from the position of the camera to the view target position, and all scene nodes are tested against this ray. The collision tests are done using a bounding box for each scene node.
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Get the nearest scene node which collides with a 3d ray and whose id matches a bitmask. The collision tests are done using a bounding box for each scene node.
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Gets the scene node, which is currently visible under the given screencoordinates, viewed from the currently active camera. The collision tests are done using a bounding box for each scene node.
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Calculates 2d screen position from a 3d position.
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| The Irrlicht
Engine Documentation © 2003-2008 by Nikolaus Gebhardt. Generated
on Sun Sep 21 08:57:58 2008 by Doxygen
(1.4.2) |