5#ifndef __I_SCENE_COLLISION_MANAGER_H_INCLUDED__
6#define __I_SCENE_COLLISION_MANAGER_H_INCLUDED__
8#include "IReferenceCounted.h"
10#include "triangle3d.h"
11#include "position2d.h"
77 f32 slidingSpeed = 0.0005f,
126 s32 idBitMask=0,
bool bNoDebugObjects=
false,
ISceneNode* root=0) =0;
142 s32 idBitMask=0,
bool bNoDebugObjects=
false,
ISceneNode* root=0) =0;
162 s32 idBitMask=0,
bool bNoDebugObjects =
false) = 0;
197 bool noDebugObjects =
false) = 0;
IReferenceCounted()
Constructor.
Definition IReferenceCounted.h:50
3D line between two points with intersection methods.
Definition line3d.h:19
Scene Node which is a (controlable) camera.
Definition ICameraSceneNode.h:24
The Scene Collision Manager provides methods for performing collision tests and picking on scene node...
Definition ISceneCollisionManager.h:25
virtual bool getCollisionPoint(const core::line3d< f32 > &ray, ITriangleSelector *selector, core::vector3df &outCollisionPoint, core::triangle3df &outTriangle, ISceneNode *&outNode)=0
Finds the nearest collision point of a line and lots of triangles, if there is one.
virtual core::vector3df getCollisionResultPosition(ITriangleSelector *selector, const core::vector3df &ellipsoidPosition, const core::vector3df &ellipsoidRadius, const core::vector3df &ellipsoidDirectionAndSpeed, core::triangle3df &triout, core::vector3df &hitPosition, bool &outFalling, ISceneNode *&outNode, f32 slidingSpeed=0.0005f, const core::vector3df &gravityDirectionAndSpeed=core::vector3df(0.0f, 0.0f, 0.0f))=0
Collides a moving ellipsoid with a 3d world with gravity and returns the resulting new position of th...
virtual ISceneNode * getSceneNodeAndCollisionPointFromRay(const core::line3df &ray, core::vector3df &outCollisionPoint, core::triangle3df &outTriangle, s32 idBitMask=0, ISceneNode *collisionRootNode=0, bool noDebugObjects=false)=0
Perform a ray/box and ray/triangle collision check on a heirarchy of scene nodes.
virtual core::line3d< f32 > getRayFromScreenCoordinates(const core::position2d< s32 > &pos, ICameraSceneNode *camera=0)=0
Returns a 3d ray which would go through the 2d screen coodinates.
virtual core::position2d< s32 > getScreenCoordinatesFrom3DPosition(const core::vector3df &pos, ICameraSceneNode *camera=0, bool useViewPort=false)=0
Calculates 2d screen position from a 3d position.
virtual ISceneNode * getSceneNodeFromCameraBB(ICameraSceneNode *camera, s32 idBitMask=0, bool bNoDebugObjects=false)=0
Get the scene node, which the given camera is looking at and whose id matches the bitmask.
virtual ISceneNode * getSceneNodeFromRayBB(const core::line3d< f32 > &ray, s32 idBitMask=0, bool bNoDebugObjects=false, ISceneNode *root=0)=0
Returns the nearest scene node which collides with a 3d ray and whose id matches a bitmask.
virtual ISceneNode * getSceneNodeFromScreenCoordinatesBB(const core::position2d< s32 > &pos, s32 idBitMask=0, bool bNoDebugObjects=false, ISceneNode *root=0)=0
Gets the scene node, which is currently visible under the given screencoordinates,...
Scene node interface.
Definition ISceneNode.h:41
Interface to return triangles with specific properties.
Definition ITriangleSelector.h:29
vector3d< f32 > vector3df
Typedef for a f32 3d vector.
Definition vector3d.h:445
triangle3d< f32 > triangle3df
Typedef for a f32 3d triangle.
Definition triangle3d.h:335
line3d< f32 > line3df
Typedef for an f32 line.
Definition line3d.h:136
All scene management can be found in this namespace: Mesh loading, special scene nodes like octrees a...
Definition CIndexBuffer.h:13
Everything in the Irrlicht Engine can be found in this namespace.
Definition Skylicht.h:33
float f32
32 bit floating point variable.
Definition irrTypes.h:104
signed int s32
32 bit signed variable.
Definition irrTypes.h:66