com.threerings.opengl.model
Class CollisionMesh.InternalNode

java.lang.Object
  extended by com.threerings.opengl.model.CollisionMesh.Node
      extended by com.threerings.opengl.model.CollisionMesh.InternalNode
All Implemented Interfaces:
Exportable
Enclosing class:
CollisionMesh

protected static class CollisionMesh.InternalNode
extends CollisionMesh.Node

An internal node containing two children.


Field Summary
protected  CollisionMesh.Node _left
          The children of this node.
protected  CollisionMesh.Node _right
          The children of this node.
 
Fields inherited from class com.threerings.opengl.model.CollisionMesh.Node
_bounds
 
Constructor Summary
CollisionMesh.InternalNode()
           
CollisionMesh.InternalNode(Box bounds, CollisionMesh.Node left, CollisionMesh.Node right)
           
 
Method Summary
protected  boolean computeIntersection(Ray3D ray, Vector3f result)
          Computes the actual intersection between the ray and this node's geometry, once it has been established that the ray intersects the node's bounding box.
 
Methods inherited from class com.threerings.opengl.model.CollisionMesh.Node
getBounds, getIntersection
 
Methods inherited from class java.lang.Object
clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait
 

Field Detail

_left

protected CollisionMesh.Node _left
The children of this node.


_right

protected CollisionMesh.Node _right
The children of this node.

Constructor Detail

CollisionMesh.InternalNode

public CollisionMesh.InternalNode(Box bounds,
                                  CollisionMesh.Node left,
                                  CollisionMesh.Node right)

CollisionMesh.InternalNode

public CollisionMesh.InternalNode()
Method Detail

computeIntersection

protected boolean computeIntersection(Ray3D ray,
                                      Vector3f result)
Description copied from class: CollisionMesh.Node
Computes the actual intersection between the ray and this node's geometry, once it has been established that the ray intersects the node's bounding box.

Specified by:
computeIntersection in class CollisionMesh.Node
Returns:
true if the ray hit a triangle within the node, in which case the result will be placed in the object supplied.