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| Uses of E3DTriangle in espresso3d.engine.collision |
| Methods in espresso3d.engine.collision with parameters of type E3DTriangle | |
static double |
E3DCollisionDetect.getSegmentTriangleDistance(E3DVector3F pos,
E3DTriangle triangle)
Return the distance between a segment and triangle. |
static boolean |
E3DCollisionDetect.checkFastCollisionWithPlane(E3DVector3F startPos,
E3DVector3F endPos,
E3DTriangle triangle)
Will probably be moved. |
static E3DVector3F |
E3DCollisionDetect.getIntersectionPoint(E3DVector3F startPos,
E3DVector3F endPos,
E3DTriangle triangle)
Will probably be moved. |
static E3DVector3F |
E3DCollisionDetect.checkSegmentTriangleCollision(E3DVector3F startPos,
E3DVector3F endPos,
E3DTriangle triangle)
Will probably be moved. |
static E3DVector3F |
E3DCollisionDetect.checkTriangleTriangleCollision(E3DTriangle colliderTriangle,
E3DVector3F startPos,
E3DVector3F endPos,
E3DTriangle collideeTriangle)
Will probably be moved. |
| Uses of E3DTriangle in espresso3d.engine.collision.base |
| Methods in espresso3d.engine.collision.base with parameters of type E3DTriangle | |
E3DCollision |
E3DCollisionDetector.checkActorTriangleCollision(E3DActor sourceActor,
E3DVector3F startPos,
E3DVector3F endPos,
E3DWorld world,
E3DSector sector,
E3DTriangle triangle,
E3DActor possibleCollisionActor)
Interface to check the collision between sourceActor and triangle. |
| Uses of E3DTriangle in espresso3d.engine.collision.detectors |
| Methods in espresso3d.engine.collision.detectors with parameters of type E3DTriangle | |
E3DCollision |
E3DCollisionDetectorSegment.checkActorTriangleCollision(E3DActor sourceActor,
E3DVector3F startPos,
E3DVector3F endPos,
E3DWorld world,
E3DSector sector,
E3DTriangle triangle,
E3DActor possibleCollisionActor)
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E3DCollision |
E3DCollisionDetectorSegment.checkSegmentTriangleCollision(E3DActor sourceActor,
E3DVector3F startPos,
E3DVector3F endPos,
E3DWorld world,
E3DSector sector,
E3DTriangle triangle,
E3DActor possibleCollisionActor)
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E3DCollision |
E3DCollisionDetectorFastBoundingSphere.checkActorTriangleCollision(E3DActor sourceActor,
E3DVector3F startPos,
E3DVector3F endPos,
E3DWorld world,
E3DSector sector,
E3DTriangle triangle,
E3DActor possibleCollisionActor)
|
E3DCollision |
E3DCollisionDetectorFastBoundingSphere.checkFastSphereVsTriangle(E3DActor sourceActor,
E3DVector3F startPos,
E3DVector3F endPos,
E3DWorld world,
E3DSector sector,
E3DTriangle triangle,
E3DActor possibleCollisionActor)
|
E3DCollision |
E3DCollisionDetectorActorTriangles.checkActorTriangleCollision(E3DActor sourceActor,
E3DVector3F startPos,
E3DVector3F endPos,
E3DWorld world,
E3DSector sector,
E3DTriangle triangle,
E3DActor possibleCollisionActor)
|
E3DCollision |
E3DCollisionDetectorActorTriangles.checkActorTrisVsTris(E3DActor sourceActor,
E3DVector3F startPos,
E3DVector3F endPos,
E3DWorld world,
E3DSector sector,
E3DTriangle triangle,
E3DActor possibleCollisionActor)
|
E3DCollision |
E3DCollisionDetectorAccurateBoundingSphere.checkActorTriangleCollision(E3DActor sourceActor,
E3DVector3F startPos,
E3DVector3F endPos,
E3DWorld world,
E3DSector sector,
E3DTriangle triangle,
E3DActor possibleCollisionActor)
|
E3DCollision |
E3DCollisionDetectorAccurateBoundingSphere.checkAccurateSphereVsTriangle(E3DActor sourceActor,
E3DVector3F startPos,
E3DVector3F endPos,
E3DWorld world,
E3DSector sector,
E3DTriangle triangle,
E3DActor possibleCollisionActor)
|
| Uses of E3DTriangle in espresso3d.engine.geometry |
| Constructors in espresso3d.engine.geometry with parameters of type E3DTriangle | |
E3DTriangle(E3DTriangle toCopy)
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E3DPlane(E3DTriangle triangle)
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| Uses of E3DTriangle in espresso3d.engine.renderer |
| Methods in espresso3d.engine.renderer with parameters of type E3DTriangle | |
static void |
E3DGeometryRenderer.renderTriangle(E3DTriangle triangle,
E3DVector3F atPosition)
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| Uses of E3DTriangle in espresso3d.engine.world.sector |
| Methods in espresso3d.engine.world.sector with parameters of type E3DTriangle | |
void |
E3DSector.addTriangle(E3DTriangle triangle)
Add a triangle to the geometry of the sector This is handled by map loading, but triangles can be added programatically as well. |
| Uses of E3DTriangle in espresso3d.engine.world.sector.actor |
| Methods in espresso3d.engine.world.sector.actor with parameters of type E3DTriangle | |
void |
E3DActor.addTriangle(E3DTriangle triangle)
When adding triangles, we could put the unique vertices into the reduced vertex list, however, since we probably won't add triangles much, its a lot less labor intensive to just calculate it the first time we try to grab the list. |
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