<!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: iTerrainCollider Struct 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 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 Pages</span></a></li> </ul> </div> <div class="tabs"> <ul> <li><a href="classes.html"><span>Alphabetical List</span></a></li> <li><a href="annotated.html"><span>Class List</span></a></li> <li><a href="hierarchy.html"><span>Class Hierarchy</span></a></li> <li><a href="functions.html"><span>Class Members</span></a></li> </ul> </div> <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 <<a class="el" href="terrain2_8h-source.html">imesh/terrain2.h</a>></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 </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> &trans, bool oneHit, <a class="el" href="structiTerrainCollisionPairArray.html">iTerrainCollisionPairArray</a> *pairs)=0</td></tr> <tr><td class="mdescLeft"> </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> </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> &start, const <a class="el" href="classcsVector3.html">csVector3</a> &end)=0</td></tr> <tr><td class="mdescLeft"> </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 </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> &start, const <a class="el" href="classcsVector3.html">csVector3</a> &end, bool oneHit, <a class="el" href="structiTerrainVector3Array.html">iTerrainVector3Array</a> *points)=0</td></tr> <tr><td class="mdescLeft"> </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 </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> &trans, bool oneHit, <a class="el" href="structiTerrainCollisionPairArray.html">iTerrainCollisionPairArray</a> *pairs)=0</td></tr> <tr><td class="mdescLeft"> </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> < <a class="el" href="structiTerrainCellCollisionProperties.html">iTerrainCellCollisionProperties</a> > </td><td class="memItemRight" valign="bottom"><a class="el" href="structiTerrainCollider.html#ab9be9b3c78abe775cee2bf6cb322296">CreateProperties</a> ()=0</td></tr> <tr><td class="mdescLeft"> </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 &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> * </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> * </td> <td class="paramname"> <em>collider</em>, </td> </tr> <tr> <td class="paramkey"></td> <td></td> <td class="paramtype">float </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> & </td> <td class="paramname"> <em>trans</em>, </td> </tr> <tr> <td class="paramkey"></td> <td></td> <td class="paramtype">bool </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> * </td> <td class="paramname"> <em>pairs</em></td><td> </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> </td><td>cell </td></tr> <tr><td valign="top"></td><td valign="top"><em>collider</em> </td><td>collider </td></tr> <tr><td valign="top"></td><td valign="top"><em>radius</em> </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> </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> </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> </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 &start, const csVector3 &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> * </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> & </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> & </td> <td class="paramname"> <em>end</em></td><td> </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> </td><td>cell </td></tr> <tr><td valign="top"></td><td valign="top"><em>start</em> </td><td>segment start (specified in object space) </td></tr> <tr><td valign="top"></td><td valign="top"><em>end</em> </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->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 &start, const csVector3 &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> * </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> & </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> & </td> <td class="paramname"> <em>end</em>, </td> </tr> <tr> <td class="paramkey"></td> <td></td> <td class="paramtype">bool </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> * </td> <td class="paramname"> <em>points</em></td><td> </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> </td><td>cell </td></tr> <tr><td valign="top"></td><td valign="top"><em>start</em> </td><td>segment start (specified in object space) </td></tr> <tr><td valign="top"></td><td valign="top"><em>end</em> </td><td>segment end (specified in object space) </td></tr> <tr><td valign="top"></td><td valign="top"><em>oneHit</em> </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> </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 &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> * </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> * </td> <td class="paramname"> <em>vertices</em>, </td> </tr> <tr> <td class="paramkey"></td> <td></td> <td class="paramtype">size_t </td> <td class="paramname"> <em>tri_count</em>, </td> </tr> <tr> <td class="paramkey"></td> <td></td> <td class="paramtype">const unsigned int * </td> <td class="paramname"> <em>indices</em>, </td> </tr> <tr> <td class="paramkey"></td> <td></td> <td class="paramtype">float </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> & </td> <td class="paramname"> <em>trans</em>, </td> </tr> <tr> <td class="paramkey"></td> <td></td> <td class="paramtype">bool </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> * </td> <td class="paramname"> <em>pairs</em></td><td> </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> </td><td>cell </td></tr> <tr><td valign="top"></td><td valign="top"><em>vertices</em> </td><td>vertex array </td></tr> <tr><td valign="top"></td><td valign="top"><em>tri_count</em> </td><td>triangle count </td></tr> <tr><td valign="top"></td><td valign="top"><em>indices</em> </td><td>vertex indices, 3 indices for each triangle </td></tr> <tr><td valign="top"></td><td valign="top"><em>radius</em> </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> </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> </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> </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"> <div class="memproto"> <table class="memname"> <tr> <td class="memname">virtual <a class="el" href="classcsPtr.html">csPtr</a><<a class="el" href="structiTerrainCellCollisionProperties.html">iTerrainCellCollisionProperties</a>> iTerrainCollider::CreateProperties </td> <td>(</td> <td class="paramname"> </td> <td> ) </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 </small></address> </div></body> </html>