#include <HChor.h>
Inheritance diagram for HChor:
Public Member Functions | |
HFileInfoProperty * | GetFileInfo () |
HTimeProperty * | GetTotalTime () |
HVectorProperty * | GetForce () |
HIntProperty * | GetRigidSubSamples () |
HFloatProperty * | GetRigidDrag () |
HBoolProperty * | GetDisplayWhileSimulating () |
void | CreateFrame (Time time) |
void | Dirty () |
Time | GetTime () |
void | SetTime (Time time) |
void | SetTimeWithSound (Time time) |
HChorContainer * | GetParentChorContainer () |
HModel * | GetChildModel () |
HProp * | GetChildProp () |
HCamera * | GetChildCamera () |
HForce * | GetChildForce () |
HMatFX * | GetChildMatFX () |
HMCDevice * | GetChildMCDevice () |
HLightListNode * | GetHeadLightList () |
HLightListNode * | GetHeadAllLightList () |
IEPatchModel * | BuildExportModel (IEModelParms *iemp, Time time, const char *modelmapfilename) |
IEPolyModel * | BuildExportModel (IEPolyModelParms *iemp, Time time, const char *modelmapfilename) |
IEPolyModel * | BuildExportModel (IEPolyModelParms *iemp, HModel *hmodel, HGroup *hgroup, BOOL markpatchesinvisible, VertexInfo *vertexinfo) |
BOOL | Intersect (Vector &p, Vector &d, Vector &hitp, Vector &hitn, float maxdist) |
Old for backward compatibility. flatness = 0.160. | |
BOOL | Intersect (Vector &p, Vector &d, Vector &hitp, Vector &hitn, float maxdist, float flatness) |
this function sends a ray into the scene and returns the first intersection/hit point and normal vector of the hit surface | |
Static Public Member Functions | |
static HChor * | New () |
Definition at line 30 of file HChor.h.
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Retrieves a separate HChor child list that holds all child HModels. It is important to note that this list is not sorted in the same order as it appears in the Chor folder in the PWS. When working with this list, you may not use any iteration porcess other than HModel::GetNextModelInChor() to guarantee that all models are iterated through. Here is a code snippet that will iterate through all HModels in an HChor object.
for (HModel *model = chor->GetChildModel(); model; model = model->GetNextModelInChor()) { ... } |
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this function sends a ray into the scene and returns the first intersection/hit point and normal vector of the hit surface This function will shoot a ray in a scene and return TRUE if it hits an object, and FALSE if no object is hit. Pass in the point you are shooting from, the direction to shoot the ray, an address for to store the point that it hits, an address to store the normal of the surface that it hits, and a distance to shoot the ray. This function is useful for placing objects on another model's surface, and to determine lighting.
Example: chor->SetTime(currentTime); chor->CreateFrame(); chor->Intersect(pos, dir, hitp, hitn, depth, flatness);
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Old for backward compatibility. flatness = 0.160. Same as the other Intersect function except that there is no flatness parameter. |
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Generated on Thu Oct 27 11:46:54 2005 with
1.4.5 written by Dimitri van Heesch,
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