CollisionContext Struct ReferenceInherits Service.
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Public Methods | |
| virtual void | prepare ()=0 |
| virtual void | finish ()=0 |
| virtual bool | isQuery () const=0 |
| virtual void | setEntity (Entity *ent)=0 |
| virtual void | setPhysics (PhysicsObject *physics)=0 |
| virtual void | test (Surface *surface)=0 |
| virtual Entity * | getEntity ()=0 |
| virtual Surface * | getSurface ()=0 |
cc = Scene.RenderContext()
function MyApp:onTimeEvent(event)
cc:prepare()
rootEntity:collide(cc)
cc:finish()
end
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Complete a collision detection pass. |
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Retrieve the entity currently being tested. |
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Retrieve the surface currently being tested. |
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Collision detection operates in two modes. In "query" mode, the entity tree is searched for a shell that needs collision testing. Once a shell is found, "test" mode looks for an intersection with other shells. Use this method to determine what mode the detection pass is currently in. |
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Prepare the context for a new collision detection pass. |
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Makes the specified entity "active" for testing. This method will be called automatically by Entity::collide() as appropriate. |
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Set the physical properties of the entity being tested. |
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Specify a surface for collision testing. |
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Flat Four Engine Copyright (C) 2001 by 379, Inc. |
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