#include <DynamicBoundingSpherex.h>
Inheritance diagram for ES3D::DynamicBoundingSpherex:

Public Member Functions | |
| DynamicBoundingSpherex (Modelx *model, GLbyte level) | |
| virtual | ~DynamicBoundingSpherex () | 
| virtual FixedPointx | getRadiusx (GLvoid) | 
| GLboolean | collidesBoundingSpherex (GLbyte *search, GLubyte searchSize, GLbyte *hitJoint, DynamicBoundingSpherex *other, GLbyte *searchOther, GLubyte searchSizeOther, GLbyte *hitJointOther, GLboolean exact, GLbyte stopAtLevel) | 
| GLboolean | intersectsBoundingSpherex (GLbyte *search, GLubyte searchSize, GLbyte *hitJoint, FixedPointx hitPoint[3], FixedPointx start[3], FixedPointx point[3], GLboolean exact, GLbyte stopAtLevel) | 
Public Attributes | |
| GLboolean | updateRadius | 
Protected Member Functions | |
| virtual GLboolean | collidesx (BoundingSpherex *const other, GLboolean exact, GLbyte currentLevel, GLbyte stopAtLevel) | 
| virtual GLboolean | intersectsx (FixedPointx hitPoint[3], FixedPointx start[3], FixedPointx point[3], GLboolean exact, GLbyte currentLevel, GLbyte stopAtLevel) | 
| ES3D::DynamicBoundingSpherex::DynamicBoundingSpherex | ( | Modelx * | model, | |
| GLbyte | level | |||
| ) | 
Constructor
| model | the model from where to create the dynamic bounding sphere. | |
| level | the level how deep the sphere hierarchy should be | 
| ES3D::DynamicBoundingSpherex::~DynamicBoundingSpherex | ( | ) |  [virtual] | 
        
Destructor
| GLboolean ES3D::DynamicBoundingSpherex::collidesBoundingSpherex | ( | GLbyte * | search, | |
| GLubyte | searchSize, | |||
| GLbyte * | hitJoint, | |||
| DynamicBoundingSpherex * | other, | |||
| GLbyte * | searchOther, | |||
| GLubyte | searchSizeOther, | |||
| GLbyte * | hitJointOther, | |||
| GLboolean | exact, | |||
| GLbyte | stopAtLevel | |||
| ) | 
Intersection method using bounding spheres between this and another model.
| search | array of joints which should be considered in this search | |
| searchSize | size of this array | |
| hitJoint | if a collision occurs, the hit joint is stored here | |
| other | the sphere to check against | |
| searchOther | array of joints which should be considered in this search from the other sphere | |
| searchSizeOther | size of this array | |
| hitJointOther | if a collision occurs, the hit hoint of the other sphere is stored here | |
| exact | flag, if intersection should be exact (triangle-triangle) or not (sphere-sphere) | |
| stopAtLevel | level of the hierarchy to stop the search, if -1 one all spheres are considered; ignored, when exact is true, -2 only the dynamic bounding sphere is considered | 
| GLboolean ES3D::DynamicBoundingSpherex::collidesx | ( | BoundingSpherex *const | other, | |
| GLboolean | exact, | |||
| GLbyte | currentLevel, | |||
| GLbyte | stopAtLevel | |||
| ) |  [protected, virtual] | 
        
Method for checking intersection.
| other | the other sphere to check against | |
| exact | flag, if the collision should occur exact | |
| currentLevel | the level the algorithm is currently searching | |
| stopAtLevel | the level where to stop, -1 if until a primitive is found, if exact is GL_TRUE, this is ignored | 
Reimplemented from ES3D::BoundingSpherex.
| virtual FixedPointx ES3D::DynamicBoundingSpherex::getRadiusx | ( | GLvoid | ) |  [inline, virtual] | 
        
Returns the radius of the dynamic bounding sphere. By default, recalculation is off.
| GLboolean ES3D::DynamicBoundingSpherex::intersectsBoundingSpherex | ( | GLbyte * | search, | |
| GLubyte | searchSize, | |||
| GLbyte * | hitJoint, | |||
| FixedPointx | hitPoint[3], | |||
| FixedPointx | start[3], | |||
| FixedPointx | point[3], | |||
| GLboolean | exact, | |||
| GLbyte | stopAtLevel | |||
| ) | 
Intersection of a ray with a model.
| search | array of joints which should be considered in this search | |
| searchSize | size of this array | |
| hitJoint | if a collision occurs, the hit joint is stored here | |
| hitPoint | if a collision occurs, the hit point is stored here | |
| start | the origin of the ray | |
| point | any point of the ray | |
| exact | flag, if intersection should be exact (triangle-triangle) or not (sphere-sphere) | |
| stopAtLevel | level of the hierarchy to stop the search, if -1 one all spheres are considered; ignored, when exact is true, -2 only the dynamic bounding sphere is considered | 
| GLboolean ES3D::DynamicBoundingSpherex::intersectsx | ( | FixedPointx | hitPoint[3], | |
| FixedPointx | start[3], | |||
| FixedPointx | point[3], | |||
| GLboolean | exact, | |||
| GLbyte | currentLevel, | |||
| GLbyte | stopAtLevel | |||
| ) |  [protected, virtual] | 
        
Method for checking ray intersection.
| hitPoint | if a collision occurs, the hit point is stored here | |
| start | the origin of the ray | |
| point | any point of the ray | |
| exact | flag, if the intersection should occur exact | |
| currentLevel | the level the algorithm is currently searching | |
| stopAtLevel | the level where to stop, -1 if until a primitive is found, if exact is GL_TRUE, this is ignored | 
Reimplemented from ES3D::BoundingSpherex.
Flag, if the radius should be updated.
 1.4.7