Public Member Functions

sp::scene::CollisionCapsule Class Reference
[Collision System]

#include <spCollisionCapsule.hpp>

Inheritance diagram for sp::scene::CollisionCapsule:
sp::scene::CollisionLineBased sp::scene::CollisionNode sp::BaseObject

List of all members.

Public Member Functions

 CollisionCapsule (CollisionMaterial *Material, SceneNode *Node, f32 Radius, f32 Height)
 ~CollisionCapsule ()
s32 getSupportFlags () const
bool checkIntersection (const dim::line3df &Line, SIntersectionContact &Contact) const
bool checkIntersection (const dim::line3df &Line, bool ExcludeCorners=false) const

Detailed Description

CollisionCapsule is one of the collision models and represents a capsule often used for player controller.

Note:
This collision model can collide with any other collision model.

Constructor & Destructor Documentation

sp::scene::CollisionCapsule::CollisionCapsule ( CollisionMaterial Material,
SceneNode Node,
f32  Radius,
f32  Height 
)
sp::scene::CollisionCapsule::~CollisionCapsule (  ) 

Member Function Documentation

bool sp::scene::CollisionCapsule::checkIntersection ( const dim::line3df Line,
SIntersectionContact Contact 
) const [virtual]

Checks for an intersection between this collision object and the given line and stores the result in the specified contact structure.

Parameters:
Line,: Specifies the line which could intersect this object.
Contact,: Specifies the structure where the intersection result will be stored.
Note:
The implementations of this interface function normally only store the point and normal vector of an intersection.

Reimplemented from sp::scene::CollisionNode.

bool sp::scene::CollisionCapsule::checkIntersection ( const dim::line3df Line,
bool  ExcludeCorners = false 
) const [virtual]

Returns true if an intersection between this collision object and the given line exists but does not return any further information.

Parameters:
Line,: Specifies the line which could intersect this object.
ExcludeCorners,: Specifies whether the line's corners should be ingored. This can be useful for ray-tracing or lightmapping to avoid self-shadowing.

Reimplemented from sp::scene::CollisionNode.

s32 sp::scene::CollisionCapsule::getSupportFlags (  )  const [virtual]

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