#include <DynamicTree.h>
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| DynamicMapTree () |
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| ~DynamicMapTree () |
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bool | isInLineOfSight (float x1, float y1, float z1, float x2, float y2, float z2, uint32 phasemask) const |
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bool | getIntersectionTime (uint32 phasemask, const G3D::Ray &ray, const G3D::Vector3 &endPos, float &maxDist) const |
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bool | getAreaAndLiquidData (float x, float y, float z, uint32 phasemask, Optional< uint8 > reqLiquidType, VMAP::AreaAndLiquidData &data) const |
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bool | getObjectHitPos (uint32 phasemask, const G3D::Vector3 &pPos1, const G3D::Vector3 &pPos2, G3D::Vector3 &pResultHitPos, float pModifyDist) const |
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float | getHeight (float x, float y, float z, float maxSearchDist, uint32 phasemask) const |
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void | insert (GameObjectModel const &) |
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void | remove (GameObjectModel const &) |
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bool | contains (GameObjectModel const &) const |
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void | balance () |
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void | update (uint32 diff) |
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Definition at line 38 of file DynamicTree.h.
◆ DynamicMapTree()
DynamicMapTree::DynamicMapTree |
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◆ ~DynamicMapTree()
DynamicMapTree::~DynamicMapTree |
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◆ balance()
void DynamicMapTree::balance |
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◆ contains()
◆ getAreaAndLiquidData()
◆ getHeight()
float DynamicMapTree::getHeight |
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float |
x, |
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float |
y, |
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float |
z, |
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float |
maxSearchDist, |
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uint32 |
phasemask |
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◆ getIntersectionTime()
bool DynamicMapTree::getIntersectionTime |
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uint32 |
phasemask, |
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const G3D::Ray & |
ray, |
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const G3D::Vector3 & |
endPos, |
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float & |
maxDist |
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◆ getObjectHitPos()
bool DynamicMapTree::getObjectHitPos |
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uint32 |
phasemask, |
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const G3D::Vector3 & |
pPos1, |
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const G3D::Vector3 & |
pPos2, |
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G3D::Vector3 & |
pResultHitPos, |
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float |
pModifyDist |
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◆ insert()
◆ isInLineOfSight()
bool DynamicMapTree::isInLineOfSight |
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float |
x1, |
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float |
y1, |
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float |
z1, |
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float |
x2, |
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float |
y2, |
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float |
z2, |
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uint32 |
phasemask |
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◆ remove()
◆ update()
void DynamicMapTree::update |
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uint32 |
diff | ) |
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◆ impl
The documentation for this class was generated from the following files: