arsa  2.7
Public Member Functions | List of all members
irr::scene::ICollisionCallback Class Referenceabstract

Callback interface for catching events of collisions. More...

#include <ISceneNodeAnimatorCollisionResponse.h>

Inheritance diagram for irr::scene::ICollisionCallback:
irr::IReferenceCounted

Public Member Functions

virtual bool onCollision (const ISceneNodeAnimatorCollisionResponse &animator)=0
 Will be called when a collision occurs. More...
 
- Public Member Functions inherited from irr::IReferenceCounted
 IReferenceCounted ()
 Constructor. More...
 
virtual ~IReferenceCounted ()
 Destructor. More...
 
void grab () const
 Grabs the object. Increments the reference counter by one. More...
 
bool drop () const
 Drops the object. Decrements the reference counter by one. More...
 
s32 getReferenceCount () const
 Get the reference count. More...
 
const c8getDebugName () const
 Returns the debug name of the object. More...
 

Additional Inherited Members

- Protected Member Functions inherited from irr::IReferenceCounted
void setDebugName (const c8 *newName)
 Sets the debug name of the object. More...
 

Detailed Description

Callback interface for catching events of collisions.

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

Definition at line 22 of file ISceneNodeAnimatorCollisionResponse.h.

Member Function Documentation

◆ onCollision()

virtual bool irr::scene::ICollisionCallback::onCollision ( const ISceneNodeAnimatorCollisionResponse animator)
pure virtual

Will be called when a collision occurs.

See ISceneNodeAnimatorCollisionResponse::setCollisionCallback for more information.

Parameters
animatorCollision response animator in which the collision occurred. You can call this animator's methods to find the node, collisionPoint and/or collision triangle.
Return values
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.

The documentation for this class was generated from the following file: