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<title>Crystal Space 1.2.1: iTerrainCollider Struct Reference (Crystal Space 1.2.1 Public API Reference)</title>
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<h1>iTerrainCollider Struct Reference</h1><!-- doxytag: class="iTerrainCollider" --><!-- doxytag: inherits="iBase" -->Provides an interface for custom collision.  
<a href="#_details">More...</a>
<p>
<code>#include &lt;<a class="el" href="terrain2_8h-source.html">imesh/terrain2.h</a>&gt;</code>
<p>
<div class="dynheader">
Inheritance diagram for iTerrainCollider:</div>
<div class="dynsection">
<p><center><img src="structiTerrainCollider__inherit__graph.png" border="0" usemap="#iTerrainCollider__inherit__map" alt="Inheritance graph"></center>
<map name="iTerrainCollider__inherit__map">
<area shape="rect" href="structiBase.html" title="This is the basic interface: all other interfaces should be derived from this one..." alt="" coords="33,7,89,33"></map>
<center><font size="2">[<a href="graph_legend.html">legend</a>]</font></center></div>

<p>
<a href="structiTerrainCollider-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">virtual bool&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiTerrainCollider.html#d44be03a0330721e12632e9cd122de6b">Collide</a> (<a class="el" href="structiTerrainCell.html">iTerrainCell</a> *cell, <a class="el" href="structiCollider.html">iCollider</a> *collider, float radius, const <a class="el" href="classcsReversibleTransform.html">csReversibleTransform</a> &amp;trans, bool oneHit, <a class="el" href="structiTerrainCollisionPairArray.html">iTerrainCollisionPairArray</a> *pairs)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Collide collider with cell.  <a href="#d44be03a0330721e12632e9cd122de6b"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <br>
<a class="el" href="structcsTerrainColliderCollideSegmentResult.html">csTerrainColliderCollideSegmentResult</a>&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiTerrainCollider.html#39efaceb624a045c1ee078b440efa440">CollideSegment</a> (<a class="el" href="structiTerrainCell.html">iTerrainCell</a> *cell, const <a class="el" href="classcsVector3.html">csVector3</a> &amp;start, const <a class="el" href="classcsVector3.html">csVector3</a> &amp;end)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Collide segment with cell.  <a href="#39efaceb624a045c1ee078b440efa440"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual bool&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiTerrainCollider.html#6388504c36b3453d0266f47c11ab1eb8">CollideSegment</a> (<a class="el" href="structiTerrainCell.html">iTerrainCell</a> *cell, const <a class="el" href="classcsVector3.html">csVector3</a> &amp;start, const <a class="el" href="classcsVector3.html">csVector3</a> &amp;end, bool oneHit, <a class="el" href="structiTerrainVector3Array.html">iTerrainVector3Array</a> *points)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Collide segment with cell.  <a href="#6388504c36b3453d0266f47c11ab1eb8"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual bool&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiTerrainCollider.html#ed7a129b971e6d977648584e66ad159c">CollideTriangles</a> (<a class="el" href="structiTerrainCell.html">iTerrainCell</a> *cell, const <a class="el" href="classcsVector3.html">csVector3</a> *vertices, size_t tri_count, const unsigned int *indices, float radius, const <a class="el" href="classcsReversibleTransform.html">csReversibleTransform</a> &amp;trans, bool oneHit, <a class="el" href="structiTerrainCollisionPairArray.html">iTerrainCollisionPairArray</a> *pairs)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Collide set of triangles with cell.  <a href="#ed7a129b971e6d977648584e66ad159c"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="classcsPtr.html">csPtr</a><br>
&lt; <a class="el" href="structiTerrainCellCollisionProperties.html">iTerrainCellCollisionProperties</a> &gt;&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiTerrainCollider.html#ab9be9b3c78abe775cee2bf6cb322296">CreateProperties</a> ()=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Create an object that implements <a class="el" href="structiTerrainCellCollisionProperties.html" title="This is a base class for per-cell collider-specific properties.">iTerrainCellCollisionProperties</a> This object will be stored in the cell.  <a href="#ab9be9b3c78abe775cee2bf6cb322296"></a><br></td></tr>
</table>
<hr><a name="_details"></a><h2>Detailed Description</h2>
Provides an interface for custom collision. 
<p>Definition at line <a class="el" href="terrain2_8h-source.html#l00253">253</a> of file <a class="el" href="terrain2_8h-source.html">terrain2.h</a>.</p>
<hr><h2>Member Function Documentation</h2>
<a class="anchor" name="d44be03a0330721e12632e9cd122de6b"></a><!-- doxytag: member="iTerrainCollider::Collide" ref="d44be03a0330721e12632e9cd122de6b" args="(iTerrainCell *cell, iCollider *collider, float radius, const csReversibleTransform &amp;trans, bool oneHit, iTerrainCollisionPairArray *pairs)=0" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">virtual bool iTerrainCollider::Collide           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="structiTerrainCell.html">iTerrainCell</a> *&nbsp;</td>
          <td class="paramname"> <em>cell</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="structiCollider.html">iCollider</a> *&nbsp;</td>
          <td class="paramname"> <em>collider</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">float&nbsp;</td>
          <td class="paramname"> <em>radius</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classcsReversibleTransform.html">csReversibleTransform</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>trans</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">bool&nbsp;</td>
          <td class="paramname"> <em>oneHit</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="structiTerrainCollisionPairArray.html">iTerrainCollisionPairArray</a> *&nbsp;</td>
          <td class="paramname"> <em>pairs</em></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td width="100%"><code> [pure virtual]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Collide collider with cell. 
<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>cell</em>&nbsp;</td><td>cell </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>collider</em>&nbsp;</td><td>collider </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>radius</em>&nbsp;</td><td>radius of the bounding sphere surrounding the given set of triangles (used for fast rejection) </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>trans</em>&nbsp;</td><td>triangle set transformation (vertices' coordinates are specified in the space defined by this transformation) </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>oneHit</em>&nbsp;</td><td>if this is true, than stop on finding the first collision pair; otherwise, detect all collisions </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>points</em>&nbsp;</td><td>destination collision pair array</td></tr>
  </table>
</dl>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>true if there were any collisions, false if there were none </dd></dl>

</div>
</div><p>
<a class="anchor" name="39efaceb624a045c1ee078b440efa440"></a><!-- doxytag: member="iTerrainCollider::CollideSegment" ref="39efaceb624a045c1ee078b440efa440" args="(iTerrainCell *cell, const csVector3 &amp;start, const csVector3 &amp;end)=0" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">virtual <a class="el" href="structcsTerrainColliderCollideSegmentResult.html">csTerrainColliderCollideSegmentResult</a> iTerrainCollider::CollideSegment           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="structiTerrainCell.html">iTerrainCell</a> *&nbsp;</td>
          <td class="paramname"> <em>cell</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>start</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>end</em></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td width="100%"><code> [pure virtual]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Collide segment with cell. 
<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>cell</em>&nbsp;</td><td>cell </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>start</em>&nbsp;</td><td>segment start (specified in object space) </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>end</em>&nbsp;</td><td>segment end (specified in object space)</td></tr>
  </table>
</dl>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>a <a class="el" href="structcsTerrainColliderCollideSegmentResult.html" title="Return structure for the iTerrainCollider-&gt;CollideSegment() routines.">csTerrainColliderCollideSegmentResult</a> instance indicating what we hit. </dd></dl>

</div>
</div><p>
<a class="anchor" name="6388504c36b3453d0266f47c11ab1eb8"></a><!-- doxytag: member="iTerrainCollider::CollideSegment" ref="6388504c36b3453d0266f47c11ab1eb8" args="(iTerrainCell *cell, const csVector3 &amp;start, const csVector3 &amp;end, bool oneHit, iTerrainVector3Array *points)=0" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">virtual bool iTerrainCollider::CollideSegment           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="structiTerrainCell.html">iTerrainCell</a> *&nbsp;</td>
          <td class="paramname"> <em>cell</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>start</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>end</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">bool&nbsp;</td>
          <td class="paramname"> <em>oneHit</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="structiTerrainVector3Array.html">iTerrainVector3Array</a> *&nbsp;</td>
          <td class="paramname"> <em>points</em></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td width="100%"><code> [pure virtual]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Collide segment with cell. 
<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>cell</em>&nbsp;</td><td>cell </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>start</em>&nbsp;</td><td>segment start (specified in object space) </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>end</em>&nbsp;</td><td>segment end (specified in object space) </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>oneHit</em>&nbsp;</td><td>if this is true, than stop on finding the first intersection point (the closest to the segment start); otherwise, detect all intersections </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>points</em>&nbsp;</td><td>destination point array</td></tr>
  </table>
</dl>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>true if there were any intersections, false if there were none </dd></dl>

</div>
</div><p>
<a class="anchor" name="ed7a129b971e6d977648584e66ad159c"></a><!-- doxytag: member="iTerrainCollider::CollideTriangles" ref="ed7a129b971e6d977648584e66ad159c" args="(iTerrainCell *cell, const csVector3 *vertices, size_t tri_count, const unsigned int *indices, float radius, const csReversibleTransform &amp;trans, bool oneHit, iTerrainCollisionPairArray *pairs)=0" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">virtual bool iTerrainCollider::CollideTriangles           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="structiTerrainCell.html">iTerrainCell</a> *&nbsp;</td>
          <td class="paramname"> <em>cell</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classcsVector3.html">csVector3</a> *&nbsp;</td>
          <td class="paramname"> <em>vertices</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">size_t&nbsp;</td>
          <td class="paramname"> <em>tri_count</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const unsigned int *&nbsp;</td>
          <td class="paramname"> <em>indices</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">float&nbsp;</td>
          <td class="paramname"> <em>radius</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classcsReversibleTransform.html">csReversibleTransform</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>trans</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">bool&nbsp;</td>
          <td class="paramname"> <em>oneHit</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="structiTerrainCollisionPairArray.html">iTerrainCollisionPairArray</a> *&nbsp;</td>
          <td class="paramname"> <em>pairs</em></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td width="100%"><code> [pure virtual]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Collide set of triangles with cell. 
<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>cell</em>&nbsp;</td><td>cell </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>vertices</em>&nbsp;</td><td>vertex array </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>tri_count</em>&nbsp;</td><td>triangle count </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>indices</em>&nbsp;</td><td>vertex indices, 3 indices for each triangle </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>radius</em>&nbsp;</td><td>radius of the bounding sphere surrounding the given set of triangles (used for fast rejection) </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>trans</em>&nbsp;</td><td>triangle set transformation (vertices' coordinates are specified in the space defined by this transformation) </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>oneHit</em>&nbsp;</td><td>if this is true, than stop on finding the first collision pair; otherwise, detect all collisions </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>points</em>&nbsp;</td><td>destination collision pair array</td></tr>
  </table>
</dl>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>true if there were any collisions, false if there were none </dd></dl>

</div>
</div><p>
<a class="anchor" name="ab9be9b3c78abe775cee2bf6cb322296"></a><!-- doxytag: member="iTerrainCollider::CreateProperties" ref="ab9be9b3c78abe775cee2bf6cb322296" args="()=0" -->
<div class="memitem">
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        <tr>
          <td class="memname">virtual <a class="el" href="classcsPtr.html">csPtr</a>&lt;<a class="el" href="structiTerrainCellCollisionProperties.html">iTerrainCellCollisionProperties</a>&gt; iTerrainCollider::CreateProperties           </td>
          <td>(</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</td>
          <td width="100%"><code> [pure virtual]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Create an object that implements <a class="el" href="structiTerrainCellCollisionProperties.html" title="This is a base class for per-cell collider-specific properties.">iTerrainCellCollisionProperties</a> This object will be stored in the cell. 
<p>
This function gets invoked at cells creation.<p>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>properties object </dd></dl>

</div>
</div><p>
<hr>The documentation for this struct was generated from the following file:<ul>
<li>imesh/<a class="el" href="terrain2_8h-source.html">terrain2.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 
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