Sophie

Sophie

distrib > Mandriva > 2010.0 > i586 > media > contrib-release > by-pkgid > bad97183153701b09df5fae1052b1c30 > files > 327

crystalspace-doc-1.2.1-5mdv2010.0.i586.rpm

<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<html><head><meta http-equiv="Content-Type" content="text/html;charset=iso-8859-1">
<title>Crystal Space 1.2.1: csColliderActor Class Reference (Crystal Space 1.2.1 Public API Reference)</title>
<link href="tabs.css" rel="stylesheet" type="text/css">
<link href="doxygen.css" rel="stylesheet" type="text/css">
</head><body>
<table border="0" cellpadding="0" cellspacing="0" width="100%" class="head">
 <tr height="59">
  <td class="head" width="202" valign="bottom" style="padding-left:0;"><a href="http://www.crystalspace3d.org/"><img src="csblur.png" width="236" height="59" alt="CrystalSpace" border="0"></a></td>
  <td class="head"><h2>Public API Reference</h2></td>
 </tr>
 <tr height="11">
  <td colspan="2" class="headshadow" valign="top" style="padding-left:0;"><img src="csblurb.png" width="236" height="11" alt="" border="0"></td>
 </tr>
</table>
<div class="content">
<!-- Generated by Doxygen 1.5.3 -->
<div class="tabs">
  <ul>
    <li><a href="index.html"><span>Main&nbsp;Page</span></a></li>
    <li><a href="modules.html"><span>Modules</span></a></li>
    <li><a href="namespaces.html"><span>Namespaces</span></a></li>
    <li class="current"><a href="classes.html"><span>Classes</span></a></li>
    <li><a href="files.html"><span>Files</span></a></li>
    <li><a href="pages.html"><span>Related&nbsp;Pages</span></a></li>
  </ul>
</div>
<div class="tabs">
  <ul>
    <li><a href="classes.html"><span>Alphabetical&nbsp;List</span></a></li>
    <li><a href="annotated.html"><span>Class&nbsp;List</span></a></li>
    <li><a href="hierarchy.html"><span>Class&nbsp;Hierarchy</span></a></li>
    <li><a href="functions.html"><span>Class&nbsp;Members</span></a></li>
  </ul>
</div>
<h1>csColliderActor Class Reference</h1><!-- doxytag: class="csColliderActor" -->With <a class="el" href="classcsColliderActor.html" title="With csColliderActor you can more easily manage collision detection of a player or...">csColliderActor</a> you can more easily manage collision detection of a player or character model with gravity handling.  
<a href="#_details">More...</a>
<p>
<code>#include &lt;<a class="el" href="cstool_2collider_8h-source.html">cstool/collider.h</a>&gt;</code>
<p>

<p>
<a href="classcsColliderActor-members.html">List of all members.</a><table border="0" cellpadding="0" cellspacing="0">
<tr><td></td></tr>
<tr><td colspan="2"><br><h2>Public Member Functions</h2></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">bool&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classcsColliderActor.html#4fddf9fc57a99b266da9f41332ee7e66">AdjustForCollisions</a> (const <a class="el" href="classcsVector3.html">csVector3</a> &amp;oldpos, <a class="el" href="classcsVector3.html">csVector3</a> &amp;newpos, const <a class="el" href="classcsVector3.html">csVector3</a> &amp;vel, float delta)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">This is used by <a class="el" href="classcsColliderActor.html#7a3ab6293bdab2a0fb33928e0238d763" title="Move the model.">Move()</a> but you can also call it manually.  <a href="#4fddf9fc57a99b266da9f41332ee7e66"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">bool&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classcsColliderActor.html#fe9e6444d676a48da69bab40db8bd764">CheckHitMeshes</a> () const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Return true if we remember the meshes we hit.  <a href="#fe9e6444d676a48da69bab40db8bd764"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">bool&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classcsColliderActor.html#e592ea8ebe979c4c70ccdc9dab35013d">CheckRevertMove</a> () const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Check if we should revert a move (revert rotation).  <a href="#e592ea8ebe979c4c70ccdc9dab35013d"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classcsColliderActor.html#26bdfd5dc9bbb10eced824893ef16d86">csColliderActor</a> ()</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Construct.  <a href="#26bdfd5dc9bbb10eced824893ef16d86"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classcsColliderActor.html#cdca1999a827c7528157bd71967882c9">EnableHitMeshes</a> (bool hm)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Enable remembering of the meshes we hit.  <a href="#cdca1999a827c7528157bd71967882c9"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">float&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classcsColliderActor.html#9583357057cd8abd43f9f8f4b1d32471">GetGravity</a> () const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Get gravity.  <a href="#9583357057cd8abd43f9f8f4b1d32471"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">const <a class="el" href="classcsSet.html">csSet</a><br>
&lt; <a class="el" href="classcsPtrKey.html">csPtrKey</a><br>
&lt; <a class="el" href="structiMeshWrapper.html">iMeshWrapper</a> &gt; &gt; &amp;&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classcsColliderActor.html#26361be9d07bce4ba44f768d7e1f4984">GetHitMeshes</a> ()</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Return the meshes that we hit in the last call to <a class="el" href="classcsColliderActor.html#7a3ab6293bdab2a0fb33928e0238d763" title="Move the model.">Move()</a>.  <a href="#26361be9d07bce4ba44f768d7e1f4984"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">const <a class="el" href="classcsVector3.html">csVector3</a> &amp;&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classcsColliderActor.html#77c11cb9d7be5f66843ff2a386180993">GetRotation</a> ()</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Get current rotation in angles around every axis.  <a href="#77c11cb9d7be5f66843ff2a386180993"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">bool&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classcsColliderActor.html#234e57c8f766187ea682ef460592e41b">HasCD</a> () const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Return true if collision detection is enabled.  <a href="#234e57c8f766187ea682ef460592e41b"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classcsColliderActor.html#cbf75d32f87155b928538b621958cfce">InitializeColliders</a> (<a class="el" href="structiCamera.html">iCamera</a> *camera, const <a class="el" href="classcsVector3.html">csVector3</a> &amp;legs, const <a class="el" href="classcsVector3.html">csVector3</a> &amp;body, const <a class="el" href="classcsVector3.html">csVector3</a> &amp;shift)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Initialize the colliders.  <a href="#cbf75d32f87155b928538b621958cfce"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classcsColliderActor.html#3584b5c89982971b40c6295df880cb55">InitializeColliders</a> (<a class="el" href="structiMeshWrapper.html">iMeshWrapper</a> *mesh, const <a class="el" href="classcsVector3.html">csVector3</a> &amp;legs, const <a class="el" href="classcsVector3.html">csVector3</a> &amp;body, const <a class="el" href="classcsVector3.html">csVector3</a> &amp;shift)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Initialize the colliders.  <a href="#3584b5c89982971b40c6295df880cb55"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">bool&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classcsColliderActor.html#134ff5231004996e7bb4144391937592">IsOnGround</a> () const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Check if we are on the ground.  <a href="#134ff5231004996e7bb4144391937592"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">bool&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classcsColliderActor.html#7a3ab6293bdab2a0fb33928e0238d763">Move</a> (float delta, float speed, const <a class="el" href="classcsVector3.html">csVector3</a> &amp;velBody, const <a class="el" href="classcsVector3.html">csVector3</a> &amp;angularVelocity)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Move the model.  <a href="#7a3ab6293bdab2a0fb33928e0238d763"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classcsColliderActor.html#68b596150ae08abc70f8b232362f7af7">SetCamera</a> (<a class="el" href="structiCamera.html">iCamera</a> *camera, bool adjustRotation=true)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Change the current camera.  <a href="#68b596150ae08abc70f8b232362f7af7"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classcsColliderActor.html#e9356b7d49bb8c30178d06d390a24cee">SetCD</a> (bool c)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Enable/disable collision detection (default enabled).  <a href="#e9356b7d49bb8c30178d06d390a24cee"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classcsColliderActor.html#7550ff53e6cc721df1076c4938ad0257">SetCollideSystem</a> (<a class="el" href="structiCollideSystem.html">iCollideSystem</a> *cdsys)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Set the collision detection system.  <a href="#7550ff53e6cc721df1076c4938ad0257"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classcsColliderActor.html#7d8f778de41aaf572eb53efce2c8c019">SetEngine</a> (<a class="el" href="structiEngine.html">iEngine</a> *engine)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Set the engine.  <a href="#7d8f778de41aaf572eb53efce2c8c019"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classcsColliderActor.html#b0e4be4a3d12a5d4260490d03345e346">SetGravity</a> (float g)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Set gravity.  <a href="#b0e4be4a3d12a5d4260490d03345e346"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classcsColliderActor.html#bb3923fe8709fdd02704e57a81b3d899">SetOnGround</a> (bool og)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Set the onground status.  <a href="#bb3923fe8709fdd02704e57a81b3d899"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classcsColliderActor.html#d1cd1dc799c496d3f084310457a2f53f">SetRotation</a> (const <a class="el" href="classcsVector3.html">csVector3</a> &amp;rot)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Set current rotation.  <a href="#d1cd1dc799c496d3f084310457a2f53f"></a><br></td></tr>
</table>
<hr><a name="_details"></a><h2>Detailed Description</h2>
With <a class="el" href="classcsColliderActor.html" title="With csColliderActor you can more easily manage collision detection of a player or...">csColliderActor</a> you can more easily manage collision detection of a player or character model with gravity handling. 
<p>Definition at line <a class="el" href="cstool_2collider_8h-source.html#l00385">385</a> of file <a class="el" href="cstool_2collider_8h-source.html">collider.h</a>.</p>
<hr><h2>Constructor &amp; Destructor Documentation</h2>
<a class="anchor" name="26bdfd5dc9bbb10eced824893ef16d86"></a><!-- doxytag: member="csColliderActor::csColliderActor" ref="26bdfd5dc9bbb10eced824893ef16d86" args="()" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">csColliderActor::csColliderActor           </td>
          <td>(</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</td>
          <td width="100%"></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Construct. 
<p>

</div>
</div><p>
<hr><h2>Member Function Documentation</h2>
<a class="anchor" name="4fddf9fc57a99b266da9f41332ee7e66"></a><!-- doxytag: member="csColliderActor::AdjustForCollisions" ref="4fddf9fc57a99b266da9f41332ee7e66" args="(const csVector3 &amp;oldpos, csVector3 &amp;newpos, const csVector3 &amp;vel, float delta)" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">bool csColliderActor::AdjustForCollisions           </td>
          <td>(</td>
          <td class="paramtype">const <a class="el" href="classcsVector3.html">csVector3</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>oldpos</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="classcsVector3.html">csVector3</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>newpos</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classcsVector3.html">csVector3</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>vel</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">float&nbsp;</td>
          <td class="paramname"> <em>delta</em></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td width="100%"></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
This is used by <a class="el" href="classcsColliderActor.html#7a3ab6293bdab2a0fb33928e0238d763" title="Move the model.">Move()</a> but you can also call it manually. 
<p>
It will adjust the new position to match with collision detection. 
</div>
</div><p>
<a class="anchor" name="fe9e6444d676a48da69bab40db8bd764"></a><!-- doxytag: member="csColliderActor::CheckHitMeshes" ref="fe9e6444d676a48da69bab40db8bd764" args="() const " -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">bool csColliderActor::CheckHitMeshes           </td>
          <td>(</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</td>
          <td width="100%"> const<code> [inline]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Return true if we remember the meshes we hit. 
<p>

<p>Definition at line <a class="el" href="cstool_2collider_8h-source.html#l00553">553</a> of file <a class="el" href="cstool_2collider_8h-source.html">collider.h</a>.</p>

</div>
</div><p>
<a class="anchor" name="e592ea8ebe979c4c70ccdc9dab35013d"></a><!-- doxytag: member="csColliderActor::CheckRevertMove" ref="e592ea8ebe979c4c70ccdc9dab35013d" args="() const " -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">bool csColliderActor::CheckRevertMove           </td>
          <td>(</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</td>
          <td width="100%"> const<code> [inline]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Check if we should revert a move (revert rotation). 
<p>

<p>Definition at line <a class="el" href="cstool_2collider_8h-source.html#l00542">542</a> of file <a class="el" href="cstool_2collider_8h-source.html">collider.h</a>.</p>

</div>
</div><p>
<a class="anchor" name="cdca1999a827c7528157bd71967882c9"></a><!-- doxytag: member="csColliderActor::EnableHitMeshes" ref="cdca1999a827c7528157bd71967882c9" args="(bool hm)" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">void csColliderActor::EnableHitMeshes           </td>
          <td>(</td>
          <td class="paramtype">bool&nbsp;</td>
          <td class="paramname"> <em>hm</em>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td width="100%"><code> [inline]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Enable remembering of the meshes we hit. 
<p>
By default this is disabled. If this is enabled you can call <a class="el" href="classcsColliderActor.html#26361be9d07bce4ba44f768d7e1f4984" title="Return the meshes that we hit in the last call to Move().">GetHitMeshes()</a> after calling <a class="el" href="classcsColliderActor.html#7a3ab6293bdab2a0fb33928e0238d763" title="Move the model.">Move()</a> to get a set of all meshes that were hit. 
<p>Definition at line <a class="el" href="cstool_2collider_8h-source.html#l00550">550</a> of file <a class="el" href="cstool_2collider_8h-source.html">collider.h</a>.</p>

</div>
</div><p>
<a class="anchor" name="9583357057cd8abd43f9f8f4b1d32471"></a><!-- doxytag: member="csColliderActor::GetGravity" ref="9583357057cd8abd43f9f8f4b1d32471" args="() const " -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">float csColliderActor::GetGravity           </td>
          <td>(</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</td>
          <td width="100%"> const<code> [inline]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Get gravity. 
<p>

<p>Definition at line <a class="el" href="cstool_2collider_8h-source.html#l00517">517</a> of file <a class="el" href="cstool_2collider_8h-source.html">collider.h</a>.</p>

</div>
</div><p>
<a class="anchor" name="26361be9d07bce4ba44f768d7e1f4984"></a><!-- doxytag: member="csColliderActor::GetHitMeshes" ref="26361be9d07bce4ba44f768d7e1f4984" args="()" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">const <a class="el" href="classcsSet.html">csSet</a>&lt;<a class="el" href="classcsPtrKey.html">csPtrKey</a>&lt;<a class="el" href="structiMeshWrapper.html">iMeshWrapper</a>&gt; &gt;&amp; csColliderActor::GetHitMeshes           </td>
          <td>(</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</td>
          <td width="100%"><code> [inline]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Return the meshes that we hit in the last call to <a class="el" href="classcsColliderActor.html#7a3ab6293bdab2a0fb33928e0238d763" title="Move the model.">Move()</a>. 
<p>
Calling <a class="el" href="classcsColliderActor.html#7a3ab6293bdab2a0fb33928e0238d763" title="Move the model.">Move()</a> again will clear this set and calculate it again. This works only if EnableHitMeshes(true) is called. 
<p>Definition at line <a class="el" href="cstool_2collider_8h-source.html#l00560">560</a> of file <a class="el" href="cstool_2collider_8h-source.html">collider.h</a>.</p>

</div>
</div><p>
<a class="anchor" name="77c11cb9d7be5f66843ff2a386180993"></a><!-- doxytag: member="csColliderActor::GetRotation" ref="77c11cb9d7be5f66843ff2a386180993" args="()" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">const <a class="el" href="classcsVector3.html">csVector3</a>&amp; csColliderActor::GetRotation           </td>
          <td>(</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</td>
          <td width="100%"><code> [inline]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Get current rotation in angles around every axis. 
<p>
This is only used if a camera is used. 
<p>Definition at line <a class="el" href="cstool_2collider_8h-source.html#l00582">582</a> of file <a class="el" href="cstool_2collider_8h-source.html">collider.h</a>.</p>

</div>
</div><p>
<a class="anchor" name="234e57c8f766187ea682ef460592e41b"></a><!-- doxytag: member="csColliderActor::HasCD" ref="234e57c8f766187ea682ef460592e41b" args="() const " -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">bool csColliderActor::HasCD           </td>
          <td>(</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</td>
          <td width="100%"> const<code> [inline]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Return true if collision detection is enabled. 
<p>

<p>Definition at line <a class="el" href="cstool_2collider_8h-source.html#l00532">532</a> of file <a class="el" href="cstool_2collider_8h-source.html">collider.h</a>.</p>

</div>
</div><p>
<a class="anchor" name="cbf75d32f87155b928538b621958cfce"></a><!-- doxytag: member="csColliderActor::InitializeColliders" ref="cbf75d32f87155b928538b621958cfce" args="(iCamera *camera, const csVector3 &amp;legs, const csVector3 &amp;body, const csVector3 &amp;shift)" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">void csColliderActor::InitializeColliders           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="structiCamera.html">iCamera</a> *&nbsp;</td>
          <td class="paramname"> <em>camera</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classcsVector3.html">csVector3</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>legs</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classcsVector3.html">csVector3</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>body</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classcsVector3.html">csVector3</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>shift</em></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td width="100%"></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Initialize the colliders. 
<p>
This version is used if you have a first person view and want collision detection to move the camera instead of a mesh. <dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>camera</em>&nbsp;</td><td>is the camera. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>legs</em>&nbsp;</td><td>is the size of the leg collider. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>body</em>&nbsp;</td><td>is the size of the body collider. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>shift</em>&nbsp;</td><td>is a shift added to the colliders. Normally the origin is assumed to be at the bottom of the model. With this shift you can adjust that. </td></tr>
  </table>
</dl>

</div>
</div><p>
<a class="anchor" name="3584b5c89982971b40c6295df880cb55"></a><!-- doxytag: member="csColliderActor::InitializeColliders" ref="3584b5c89982971b40c6295df880cb55" args="(iMeshWrapper *mesh, const csVector3 &amp;legs, const csVector3 &amp;body, const csVector3 &amp;shift)" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">void csColliderActor::InitializeColliders           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="structiMeshWrapper.html">iMeshWrapper</a> *&nbsp;</td>
          <td class="paramname"> <em>mesh</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classcsVector3.html">csVector3</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>legs</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classcsVector3.html">csVector3</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>body</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classcsVector3.html">csVector3</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>shift</em></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td width="100%"></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Initialize the colliders. 
<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>mesh</em>&nbsp;</td><td>is the mesh. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>legs</em>&nbsp;</td><td>is the size of the leg collider. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>body</em>&nbsp;</td><td>is the size of the body collider. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>shift</em>&nbsp;</td><td>is a shift added to the colliders. Normally the origin is assumed to be at the bottom of the model. With this shift you can adjust that. </td></tr>
  </table>
</dl>

</div>
</div><p>
<a class="anchor" name="134ff5231004996e7bb4144391937592"></a><!-- doxytag: member="csColliderActor::IsOnGround" ref="134ff5231004996e7bb4144391937592" args="() const " -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">bool csColliderActor::IsOnGround           </td>
          <td>(</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</td>
          <td width="100%"> const<code> [inline]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Check if we are on the ground. 
<p>

<p>Definition at line <a class="el" href="cstool_2collider_8h-source.html#l00522">522</a> of file <a class="el" href="cstool_2collider_8h-source.html">collider.h</a>.</p>

</div>
</div><p>
<a class="anchor" name="7a3ab6293bdab2a0fb33928e0238d763"></a><!-- doxytag: member="csColliderActor::Move" ref="7a3ab6293bdab2a0fb33928e0238d763" args="(float delta, float speed, const csVector3 &amp;velBody, const csVector3 &amp;angularVelocity)" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">bool csColliderActor::Move           </td>
          <td>(</td>
          <td class="paramtype">float&nbsp;</td>
          <td class="paramname"> <em>delta</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">float&nbsp;</td>
          <td class="paramname"> <em>speed</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classcsVector3.html">csVector3</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>velBody</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classcsVector3.html">csVector3</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>angularVelocity</em></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td width="100%"></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Move the model. 
<p>
If EnableHitMeshes(true) is set then you can use <a class="el" href="classcsColliderActor.html#26361be9d07bce4ba44f768d7e1f4984" title="Return the meshes that we hit in the last call to Move().">GetHitMeshes()</a> after this to detect the meshes that were hit. <dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>delta</em>&nbsp;</td><td>is the number of seconds (floating point) elapsed time. Typically this is the elapsed time from the virtual clock divided by 1000.0f. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>speed</em>&nbsp;</td><td>is the desired movement speed. This can be 1.0f for default speed. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>velBody</em>&nbsp;</td><td>is the relative movement vector in object space of the model (i.e. 0,0,1 will move the model forward). </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>angularVelocity</em>&nbsp;</td><td>is the velocity of rotation. </td></tr>
  </table>
</dl>

</div>
</div><p>
<a class="anchor" name="68b596150ae08abc70f8b232362f7af7"></a><!-- doxytag: member="csColliderActor::SetCamera" ref="68b596150ae08abc70f8b232362f7af7" args="(iCamera *camera, bool adjustRotation=true)" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">void csColliderActor::SetCamera           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="structiCamera.html">iCamera</a> *&nbsp;</td>
          <td class="paramname"> <em>camera</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">bool&nbsp;</td>
          <td class="paramname"> <em>adjustRotation</em> = <code>true</code></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td width="100%"></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Change the current camera. 
<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>camera</em>&nbsp;</td><td>New current camera </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>adjustRotation</em>&nbsp;</td><td>Whether to retrieve the current rotation from the camera. </td></tr>
  </table>
</dl>

</div>
</div><p>
<a class="anchor" name="e9356b7d49bb8c30178d06d390a24cee"></a><!-- doxytag: member="csColliderActor::SetCD" ref="e9356b7d49bb8c30178d06d390a24cee" args="(bool c)" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">void csColliderActor::SetCD           </td>
          <td>(</td>
          <td class="paramtype">bool&nbsp;</td>
          <td class="paramname"> <em>c</em>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td width="100%"><code> [inline]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Enable/disable collision detection (default enabled). 
<p>

<p>Definition at line <a class="el" href="cstool_2collider_8h-source.html#l00537">537</a> of file <a class="el" href="cstool_2collider_8h-source.html">collider.h</a>.</p>

</div>
</div><p>
<a class="anchor" name="7550ff53e6cc721df1076c4938ad0257"></a><!-- doxytag: member="csColliderActor::SetCollideSystem" ref="7550ff53e6cc721df1076c4938ad0257" args="(iCollideSystem *cdsys)" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">void csColliderActor::SetCollideSystem           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="structiCollideSystem.html">iCollideSystem</a> *&nbsp;</td>
          <td class="paramname"> <em>cdsys</em>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td width="100%"><code> [inline]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Set the collision detection system. 
<p>

<p>Definition at line <a class="el" href="cstool_2collider_8h-source.html#l00460">460</a> of file <a class="el" href="cstool_2collider_8h-source.html">collider.h</a>.</p>

</div>
</div><p>
<a class="anchor" name="7d8f778de41aaf572eb53efce2c8c019"></a><!-- doxytag: member="csColliderActor::SetEngine" ref="7d8f778de41aaf572eb53efce2c8c019" args="(iEngine *engine)" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">void csColliderActor::SetEngine           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="structiEngine.html">iEngine</a> *&nbsp;</td>
          <td class="paramname"> <em>engine</em>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td width="100%"><code> [inline]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Set the engine. 
<p>

<p>Definition at line <a class="el" href="cstool_2collider_8h-source.html#l00466">466</a> of file <a class="el" href="cstool_2collider_8h-source.html">collider.h</a>.</p>

</div>
</div><p>
<a class="anchor" name="b0e4be4a3d12a5d4260490d03345e346"></a><!-- doxytag: member="csColliderActor::SetGravity" ref="b0e4be4a3d12a5d4260490d03345e346" args="(float g)" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">void csColliderActor::SetGravity           </td>
          <td>(</td>
          <td class="paramtype">float&nbsp;</td>
          <td class="paramname"> <em>g</em>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td width="100%"><code> [inline]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Set gravity. 
<p>
Terran default is 9.806. 
<p>Definition at line <a class="el" href="cstool_2collider_8h-source.html#l00508">508</a> of file <a class="el" href="cstool_2collider_8h-source.html">collider.h</a>.</p>

</div>
</div><p>
<a class="anchor" name="bb3923fe8709fdd02704e57a81b3d899"></a><!-- doxytag: member="csColliderActor::SetOnGround" ref="bb3923fe8709fdd02704e57a81b3d899" args="(bool og)" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">void csColliderActor::SetOnGround           </td>
          <td>(</td>
          <td class="paramtype">bool&nbsp;</td>
          <td class="paramname"> <em>og</em>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td width="100%"><code> [inline]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Set the onground status. 
<p>

<p>Definition at line <a class="el" href="cstool_2collider_8h-source.html#l00527">527</a> of file <a class="el" href="cstool_2collider_8h-source.html">collider.h</a>.</p>

</div>
</div><p>
<a class="anchor" name="d1cd1dc799c496d3f084310457a2f53f"></a><!-- doxytag: member="csColliderActor::SetRotation" ref="d1cd1dc799c496d3f084310457a2f53f" args="(const csVector3 &amp;rot)" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">void csColliderActor::SetRotation           </td>
          <td>(</td>
          <td class="paramtype">const <a class="el" href="classcsVector3.html">csVector3</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>rot</em>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td width="100%"></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Set current rotation. 
<p>
This is only used if a camera is used. 
</div>
</div><p>
<hr>The documentation for this class was generated from the following file:<ul>
<li>cstool/<a class="el" href="cstool_2collider_8h-source.html">collider.h</a></ul>
<hr size="1"><address><small>Generated for Crystal Space 1.2.1 by 
<a href="http://www.doxygen.org/index.html">doxygen</a> 1.5.3 
</small></address> </div></body> </html>