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

Public Member Functions | |
| virtual s32 | getTriangleCount () const =0 |
| Returns amount of all available triangles in this selector. | |
| virtual void | getTriangles (core::triangle3df *triangles, s32 arraySize, s32 &outTriangleCount, const core::line3d< f32 > &line, const core::matrix4 *transform=0) const =0 |
| Gets all triangles which have or may have contact with a 3d line. | |
| virtual void | getTriangles (core::triangle3df *triangles, s32 arraySize, s32 &outTriangleCount, const core::aabbox3d< f32 > &box, const core::matrix4 *transform=0) const =0 |
| Gets all triangles which lie within a specific bounding box. | |
| virtual void | getTriangles (core::triangle3df *triangles, s32 arraySize, s32 &outTriangleCount, const core::matrix4 *transform=0) const =0 |
| Gets all triangles. | |
| virtual | ~ITriangleSelector () |
| Destructor. | |
Every ISceneNode may have a triangle selector, available with ISceneNode::getTriangleScelector() or ISceneManager::createTriangleSelector. This is used for doing collision detection: For example if you know, that a collision may have happened in the area between (1,1,1) and (10,10,10), you can get all triangles of the scene node in this area with the ITriangleSelector easily and check every triangle if it collided.
Definition at line 26 of file ITriangleSelector.h.
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Destructor.
Definition at line 31 of file ITriangleSelector.h. |
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Returns amount of all available triangles in this selector.
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Gets all triangles which have or may have contact with a 3d line. Please note that unoptimized triangle selectors also may return triangles which are not in contact at all with the 3d line.
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Gets all triangles which lie within a specific bounding box. Please note that unoptimized triangle selectors also may return triangles which are not in the specific box at all.
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Gets all triangles.
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| The Irrlicht
Engine Documentation © 2003-2008 by Nikolaus Gebhardt. Generated
on Sun Jun 1 07:59:21 2008 by Doxygen
(1.4.2) |