From 7028cbe09c688437910a25623098762bf0fa592d Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Mon, 28 Mar 2016 22:28:34 +1000 Subject: Move Irrlicht to src/others. --- ...classirr_1_1scene_1_1_i_collision_callback.html | 189 +++++++++++++++++++++ 1 file changed, 189 insertions(+) create mode 100644 src/others/irrlicht-1.8.1/doc/html/classirr_1_1scene_1_1_i_collision_callback.html (limited to 'src/others/irrlicht-1.8.1/doc/html/classirr_1_1scene_1_1_i_collision_callback.html') diff --git a/src/others/irrlicht-1.8.1/doc/html/classirr_1_1scene_1_1_i_collision_callback.html b/src/others/irrlicht-1.8.1/doc/html/classirr_1_1scene_1_1_i_collision_callback.html new file mode 100644 index 0000000..82fb854 --- /dev/null +++ b/src/others/irrlicht-1.8.1/doc/html/classirr_1_1scene_1_1_i_collision_callback.html @@ -0,0 +1,189 @@ + + + + +Irrlicht 3D Engine: irr::scene::ICollisionCallback Class Reference + + + + + + + + + + + + + + +
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irr::scene::ICollisionCallback Class Reference
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Callback interface for catching events of collisions. + More...

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#include <ISceneNodeAnimatorCollisionResponse.h>

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+ + Inheritance diagram for irr::scene::ICollisionCallback:
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List of all members.

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+Public Member Functions

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Detailed Description

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Callback interface for catching events of collisions.

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Implement this interface and use ISceneNodeAnimatorCollisionResponse::setCollisionCallback to be able to be notified if a collision has occurred.

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Definition at line 22 of file ISceneNodeAnimatorCollisionResponse.h.

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Member Function Documentation

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virtual bool irr::scene::ICollisionCallback::onCollision (const ISceneNodeAnimatorCollisionResponseanimator) [pure virtual]
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Will be called when a collision occurrs.

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See ISceneNodeAnimatorCollisionResponse::setCollisionCallback for more information.

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Parameters:
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animator,:Collision response animator in which the collision occurred. You can call this animator's methods to find the node, collisionPoint and/or collision triangle.
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Return values:
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trueif the collision was handled in the animator. The animator's target node will *not* be stopped at the collision point, but will instead move fully to the location that triggered the collision check.
falseif the collision was not handled in the animator. The animator's target node will be moved to the collision position.
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The documentation for this class was generated from the following file: +
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