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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/1999/REC-html401-19991224/loose.dtd">
<html>
<head>
<title>Castle Game Engine: CastleBoxes</title>
<meta name="generator" content="PasDoc 0.13.0">
<meta http-equiv="content-type" content="text/html; charset=utf-8">
<link rel="StyleSheet" type="text/css" href="pasdoc.css">
</head>
<body>
<table class="container"><tr><td class="navigation">
<h2>Castle Game Engine</h2><p><a href="introduction.html" class="navigation">Introduction</a></p><p><a href="AllUnits.html" class="navigation">Units</a></p><p><a href="ClassHierarchy.html" class="navigation">Class Hierarchy</a></p><p><a href="AllClasses.html" class="navigation">Classes, Interfaces, Objects and Records</a></p><p><a href="AllTypes.html" class="navigation">Types</a></p><p><a href="AllVariables.html" class="navigation">Variables</a></p><p><a href="AllConstants.html" class="navigation">Constants</a></p><p><a href="AllFunctions.html" class="navigation">Functions and Procedures</a></p><p><a href="AllIdentifiers.html" class="navigation">Identifiers</a></p></td><td class="content">
<h1 class="unit">Unit CastleBoxes</h1>
<table class="sections wide_list">
<tr>
<td><a class="section" href="#PasDoc-Description">Description</a></td><td><a class="section" href="#PasDoc-Uses">Uses</a></td><td><a class="section" href="#PasDoc-Classes">Classes, Interfaces, Objects and Records</a></td><td><a class="section" href="#PasDoc-FuncsProcs">Functions and Procedures</a></td><td><a class="section" href="#PasDoc-Types">Types</a></td><td><a class="section" href="#PasDoc-Constants">Constants</a></td><td><a class="section" href="#PasDoc-Variables">Variables</a></td></tr></table>
<a name="PasDoc-Description"></a><h2 class="description">Description</h2>
<p>
Axis-aligned 3D boxes (<a class="normal" href="CastleBoxes.TBox3D.html">TBox3D</a>).</p>
<a name="PasDoc-Uses"></a><h2 class="uses">Uses</h2>
<ul class="useslist"><li><a  href="CastleVectors.html">CastleVectors</a></li><li>SysUtils</li><li><a  href="CastleUtils.html">CastleUtils</a></li><li><a  href="CastleGenericLists.html">CastleGenericLists</a></li><li><a  href="CastleTriangles.html">CastleTriangles</a></li></ul><h2 class="overview">Overview</h2>
<a name="PasDoc-Classes"></a><h3 class="cio">Classes, Interfaces, Objects and Records</h3>
<table class="classestable wide_list">
<tr class="listheader">
<th class="itemname">Name</th>
<th class="itemdesc">Description</th>
</tr>
<tr class="list">
<td class="itemname">Class&nbsp;<a class="bold" href="CastleBoxes.EBox3DEmpty.html"><code>EBox3DEmpty</code></a></td>
<td class="itemdesc">&nbsp;</td>
</tr>
<tr class="list2">
<td class="itemname">Object&nbsp;<a class="bold" href="CastleBoxes.TBox3D.html"><code>TBox3D</code></a></td>
<td class="itemdesc">Axis-aligned box.</td>
</tr>
</table>
<a name="PasDoc-FuncsProcs"></a><h3 class="summary">Functions and Procedures</h3>
<table class="summary wide_list">
<tr class="list">
<td class="itemcode"><code>function <b><a  href="CastleBoxes.html#Box3D">Box3D</a></b>(const p0, p1: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>): <a  href="CastleBoxes.TBox3D.html">TBox3D</a>;</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code>function <b><a  href="CastleBoxes.html#Box3DAroundPoint">Box3DAroundPoint</a></b>(const Pt: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>; Size: Single): <a  href="CastleBoxes.TBox3D.html">TBox3D</a>;</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code>function <b><a  href="CastleBoxes.html#Box3DAroundPoint">Box3DAroundPoint</a></b>(const Pt: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>; Size: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>): <a  href="CastleBoxes.TBox3D.html">TBox3D</a>;</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code>function <b><a  href="CastleBoxes.html#CalculateBoundingBox">CalculateBoundingBox</a></b>( Verts: <a  href="CastleVectors.html#PVector3Single">PVector3Single</a>; VertsCount: Cardinal; VertsStride: Cardinal): <a  href="CastleBoxes.TBox3D.html">TBox3D</a>; overload;</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code>function <b><a  href="CastleBoxes.html#CalculateBoundingBox">CalculateBoundingBox</a></b>( Verts: <a  href="CastleVectors.html#PVector3Single">PVector3Single</a>; VertsCount: Cardinal; VertsStride: Cardinal; const Transform: <a  href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a>): <a  href="CastleBoxes.TBox3D.html">TBox3D</a>; overload;</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code>function <b><a  href="CastleBoxes.html#CalculateBoundingBox">CalculateBoundingBox</a></b>(Verts: <a  href="CastleVectors.TVector3SingleList.html">TVector3SingleList</a>): <a  href="CastleBoxes.TBox3D.html">TBox3D</a>; overload;</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code>function <b><a  href="CastleBoxes.html#CalculateBoundingBox">CalculateBoundingBox</a></b>(Verts: <a  href="CastleVectors.TVector3SingleList.html">TVector3SingleList</a>; const Transform: <a  href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a>): <a  href="CastleBoxes.TBox3D.html">TBox3D</a>; overload;</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code>function <b><a  href="CastleBoxes.html#CalculateBoundingBox">CalculateBoundingBox</a></b>( GetVertex: <a  href="CastleVectors.html#TGetVertexFromIndexFunc">TGetVertexFromIndexFunc</a>; VertsCount: integer): <a  href="CastleBoxes.TBox3D.html">TBox3D</a>; overload;</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code>function <b><a  href="CastleBoxes.html#CalculateBoundingBoxFromIndices">CalculateBoundingBoxFromIndices</a></b>( GetVertIndex: <a  href="CastleBoxes.html#TGetIndexFromIndexNumFunc">TGetIndexFromIndexNumFunc</a>; VertsIndicesCount: integer; GetVertex: <a  href="CastleVectors.html#TGetVertexFromIndexFunc">TGetVertexFromIndexFunc</a>): <a  href="CastleBoxes.TBox3D.html">TBox3D</a>; overload;</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code>function <b><a  href="CastleBoxes.html#CalculateBoundingBoxFromIndices">CalculateBoundingBoxFromIndices</a></b>( GetVertIndex: <a  href="CastleBoxes.html#TGetIndexFromIndexNumFunc">TGetIndexFromIndexNumFunc</a>; VertsIndicesCount: integer; GetVertex: <a  href="CastleVectors.html#TGetVertexFromIndexFunc">TGetVertexFromIndexFunc</a>; const Transform: <a  href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a>): <a  href="CastleBoxes.TBox3D.html">TBox3D</a>; overload;</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code>function <b><a  href="CastleBoxes.html#TriangleBoundingBox">TriangleBoundingBox</a></b>(const T: <a  href="CastleTriangles.html#TTriangle3Single">TTriangle3Single</a>): <a  href="CastleBoxes.TBox3D.html">TBox3D</a>;</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code>function <b><a  href="CastleBoxes.html#IsCenteredBox3DPlaneCollision">IsCenteredBox3DPlaneCollision</a></b>( const BoxHalfSize: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>; const Plane: <a  href="CastleVectors.html#TVector4Single">TVector4Single</a>): boolean; overload;</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code>function <b><a  href="CastleBoxes.html#IsCenteredBox3DPlaneCollision">IsCenteredBox3DPlaneCollision</a></b>( const BoxHalfSize: <a  href="CastleVectors.html#TVector3Double">TVector3Double</a>; const Plane: <a  href="CastleVectors.html#TVector4Double">TVector4Double</a>): boolean; overload;</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code>function <b><a  href="CastleBoxes.html#BoundingBox3DFromSphere">BoundingBox3DFromSphere</a></b>(const Center: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>; const Radius: Single): <a  href="CastleBoxes.TBox3D.html">TBox3D</a>;</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code>operator + (const Box1, Box2: <a  href="CastleBoxes.TBox3D.html">TBox3D</a>): <a  href="CastleBoxes.TBox3D.html">TBox3D</a>;</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code>operator + (const B: <a  href="CastleBoxes.TBox3D.html">TBox3D</a>; const V: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>): <a  href="CastleBoxes.TBox3D.html">TBox3D</a>;</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code>operator + (const V: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>; const B: <a  href="CastleBoxes.TBox3D.html">TBox3D</a>): <a  href="CastleBoxes.TBox3D.html">TBox3D</a>;</code></td>
</tr>
</table>
<a name="PasDoc-Types"></a><h3 class="summary">Types</h3>
<table class="summary wide_list">
<tr class="list">
<td class="itemcode"><code><b><a  href="CastleBoxes.html#TGetIndexFromIndexNumFunc">TGetIndexFromIndexNumFunc</a></b> = function (indexNum: integer): integer of object;</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code><b><a  href="CastleBoxes.html#TPlaneCollision">TPlaneCollision</a></b> = (...);</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code><b><a  href="CastleBoxes.html#TBox3DBool">TBox3DBool</a></b> = array [boolean] of <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>;</code></td>
</tr>
<tr class="list2">
<td class="itemcode"><code><b><a  href="CastleBoxes.html#PBox3D">PBox3D</a></b> = &circ;<a  href="CastleBoxes.TBox3D.html">TBox3D</a>;</code></td>
</tr>
<tr class="list">
<td class="itemcode"><code><b><a  href="CastleBoxes.html#TBox3DList">TBox3DList</a></b> = specialize <a  href="CastleGenericLists.TGenericStructList.html">TGenericStructList</a>&lt;<a  href="CastleBoxes.TBox3D.html">TBox3D</a>&gt;;</code></td>
</tr>
</table>
<a name="PasDoc-Constants"></a><h3 class="summary">Constants</h3>
<table class="summary wide_list">
<tr class="list">
<td class="itemcode"><code><b><a  href="CastleBoxes.html#EmptyBox3D">EmptyBox3D</a></b>: <a  href="CastleBoxes.TBox3D.html">TBox3D</a> = (Data: ((0, 0, 0), (-1, -1, -1)));</code></td>
</tr>
</table>
<a name="PasDoc-Variables"></a><h3 class="summary">Variables</h3>
<table class="summary wide_list">
<tr class="list">
<td class="itemcode"><code><b><a  href="CastleBoxes.html#Box3DPlaneCollisionEqualityEpsilon">Box3DPlaneCollisionEqualityEpsilon</a></b>: Double = 1e-5;</code></td>
</tr>
</table>
<h2 class="description">Description</h2>
<h3 class="detail">Functions and Procedures</h3>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="Box3D"></a><code>function <b>Box3D</b>(const p0, p1: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>): <a  href="CastleBoxes.TBox3D.html">TBox3D</a>;</code></td>
</tr>
<tr><td colspan="1">
<p>
Various comfortable functions to construct <a class="normal" href="CastleBoxes.TBox3D.html">TBox3D</a> value. </p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="Box3DAroundPoint"></a><code>function <b>Box3DAroundPoint</b>(const Pt: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>; Size: Single): <a  href="CastleBoxes.TBox3D.html">TBox3D</a>;</code></td>
</tr>
<tr><td colspan="1">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="Box3DAroundPoint"></a><code>function <b>Box3DAroundPoint</b>(const Pt: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>; Size: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>): <a  href="CastleBoxes.TBox3D.html">TBox3D</a>;</code></td>
</tr>
<tr><td colspan="1">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="CalculateBoundingBox"></a><code>function <b>CalculateBoundingBox</b>( Verts: <a  href="CastleVectors.html#PVector3Single">PVector3Single</a>; VertsCount: Cardinal; VertsStride: Cardinal): <a  href="CastleBoxes.TBox3D.html">TBox3D</a>; overload;</code></td>
</tr>
<tr><td colspan="1">
<p>
Calculate bounding box of a set of 3D points. This calculates the smallest possible box enclosing all given points. For VertsCount = 0 this returns <a class="normal" href="CastleBoxes.html#EmptyBox3D">EmptyBox3D</a>.

<p>Overloaded version with Transform parameter transforms each point by given matrix.

<p>Overloaded version with GetVertex as a function uses GetVertex to query for indexes from [0 .. VertsCount - 1] range.

<p>As usual, VertsStride = 0 means VertsStride = SizeOf(<a class="normal" href="CastleVectors.html#TVector3Single">TVector3Single</a>).

<p></p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="CalculateBoundingBox"></a><code>function <b>CalculateBoundingBox</b>( Verts: <a  href="CastleVectors.html#PVector3Single">PVector3Single</a>; VertsCount: Cardinal; VertsStride: Cardinal; const Transform: <a  href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a>): <a  href="CastleBoxes.TBox3D.html">TBox3D</a>; overload;</code></td>
</tr>
<tr><td colspan="1">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="CalculateBoundingBox"></a><code>function <b>CalculateBoundingBox</b>(Verts: <a  href="CastleVectors.TVector3SingleList.html">TVector3SingleList</a>): <a  href="CastleBoxes.TBox3D.html">TBox3D</a>; overload;</code></td>
</tr>
<tr><td colspan="1">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="CalculateBoundingBox"></a><code>function <b>CalculateBoundingBox</b>(Verts: <a  href="CastleVectors.TVector3SingleList.html">TVector3SingleList</a>; const Transform: <a  href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a>): <a  href="CastleBoxes.TBox3D.html">TBox3D</a>; overload;</code></td>
</tr>
<tr><td colspan="1">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="CalculateBoundingBox"></a><code>function <b>CalculateBoundingBox</b>( GetVertex: <a  href="CastleVectors.html#TGetVertexFromIndexFunc">TGetVertexFromIndexFunc</a>; VertsCount: integer): <a  href="CastleBoxes.TBox3D.html">TBox3D</a>; overload;</code></td>
</tr>
<tr><td colspan="1">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="CalculateBoundingBoxFromIndices"></a><code>function <b>CalculateBoundingBoxFromIndices</b>( GetVertIndex: <a  href="CastleBoxes.html#TGetIndexFromIndexNumFunc">TGetIndexFromIndexNumFunc</a>; VertsIndicesCount: integer; GetVertex: <a  href="CastleVectors.html#TGetVertexFromIndexFunc">TGetVertexFromIndexFunc</a>): <a  href="CastleBoxes.TBox3D.html">TBox3D</a>; overload;</code></td>
</tr>
<tr><td colspan="1">
<p>
Calculate bounding box of a set of indexed 3D points.

<p>This is much like <a class="normal" href="CastleBoxes.html#CalculateBoundingBox">CalculateBoundingBox</a>, except there are two functions: For each number in [0 .. VertsIndicesCount - 1] range, GetVertIndex returns an index. If this index is &gt;= 0 then it's used to query GetVertex function to get actual vertex position.

<p>Indexes &lt; 0 are ignored, this is sometimes comfortable. E.g. for X3D models, you often have a list of indexes with -1 in between marking end of faces.

<p>Returns smallest box enclosing all vertexes.

<p>Overloaded version with Transform parameter transforms each point by given matrix.

<p></p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="CalculateBoundingBoxFromIndices"></a><code>function <b>CalculateBoundingBoxFromIndices</b>( GetVertIndex: <a  href="CastleBoxes.html#TGetIndexFromIndexNumFunc">TGetIndexFromIndexNumFunc</a>; VertsIndicesCount: integer; GetVertex: <a  href="CastleVectors.html#TGetVertexFromIndexFunc">TGetVertexFromIndexFunc</a>; const Transform: <a  href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a>): <a  href="CastleBoxes.TBox3D.html">TBox3D</a>; overload;</code></td>
</tr>
<tr><td colspan="1">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="TriangleBoundingBox"></a><code>function <b>TriangleBoundingBox</b>(const T: <a  href="CastleTriangles.html#TTriangle3Single">TTriangle3Single</a>): <a  href="CastleBoxes.TBox3D.html">TBox3D</a>;</code></td>
</tr>
<tr><td colspan="1">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="IsCenteredBox3DPlaneCollision"></a><code>function <b>IsCenteredBox3DPlaneCollision</b>( const BoxHalfSize: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>; const Plane: <a  href="CastleVectors.html#TVector4Single">TVector4Single</a>): boolean; overload;</code></td>
</tr>
<tr><td colspan="1">
<p>
Tests for collision between <a class="normal" href="CastleBoxes.html#Box3D">box3d</a> centered around (0, 0, 0) and a plane.

<p>Note that you can't express empty <a class="normal" href="CastleBoxes.html#Box3D">box3d</a> here: all BoxHalfSize items must be &gt;= 0. The case when size = 0 is considered like infintely small box in some dimension (e.g. if all three sizes are = 0 then the box becomes a point).

<p></p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="IsCenteredBox3DPlaneCollision"></a><code>function <b>IsCenteredBox3DPlaneCollision</b>( const BoxHalfSize: <a  href="CastleVectors.html#TVector3Double">TVector3Double</a>; const Plane: <a  href="CastleVectors.html#TVector4Double">TVector4Double</a>): boolean; overload;</code></td>
</tr>
<tr><td colspan="1">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="itemcode"><a name="BoundingBox3DFromSphere"></a><code>function <b>BoundingBox3DFromSphere</b>(const Center: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>; const Radius: Single): <a  href="CastleBoxes.TBox3D.html">TBox3D</a>;</code></td>
</tr>
<tr><td colspan="1">
<p>
Smallest possible box enclosing a sphere with Center, Radius.</p>
</td></tr>
</table>
<table class="detail wide_list">
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<td class="itemcode"><a name="+"></a><code>operator + (const Box1, Box2: <a  href="CastleBoxes.TBox3D.html">TBox3D</a>): <a  href="CastleBoxes.TBox3D.html">TBox3D</a>;</code></td>
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<td class="itemcode"><a name="+"></a><code>operator + (const B: <a  href="CastleBoxes.TBox3D.html">TBox3D</a>; const V: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>): <a  href="CastleBoxes.TBox3D.html">TBox3D</a>;</code></td>
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<td class="itemcode"><a name="+"></a><code>operator + (const V: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>; const B: <a  href="CastleBoxes.TBox3D.html">TBox3D</a>): <a  href="CastleBoxes.TBox3D.html">TBox3D</a>;</code></td>
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<h3 class="detail">Types</h3>
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<td class="itemcode"><a name="TGetIndexFromIndexNumFunc"></a><code><b>TGetIndexFromIndexNumFunc</b> = function (indexNum: integer): integer of object;</code></td>
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<td class="itemcode"><a name="TPlaneCollision"></a><code><b>TPlaneCollision</b> = (...);</code></td>
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<p>
State of collision between a plane and some other object.

<p>pcNone occurs only when the &quot;other object&quot; is empty (<a class="normal" href="CastleBoxes.TBox3D.html#IsEmpty">TBox3D.IsEmpty</a>, in case of box). Other values mean that the other object is not empty.

<p>pcOutside means that the whole object is on the side of the plane pointed by plane direction (normal) vector. More formally, every point P inserted into the plane equation will yield (P*PlaneNormal + PlaneD) &gt; 0.

<p>pcInside is the reverse of pcOutside: the other object is on the side of plane pointed by inverted plane normal. Every point inserted into plane equation will yield &lt; 0.

<p>pcIntersecting is, well, the remaining case. It means that there's for sure some point P of other object that, when inserted into plane equation, will yield = 0.</p>
<h6 class="description_section">Values</h6>
<ul>
<li>
pcIntersecting: &nbsp;</li>
<li>
pcOutside: &nbsp;</li>
<li>
pcInside: &nbsp;</li>
<li>
pcNone: &nbsp;</li>
</ul>
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<td class="itemcode"><a name="TBox3DBool"></a><code><b>TBox3DBool</b> = array [boolean] of <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>;</code></td>
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<td class="itemcode"><a name="PBox3D"></a><code><b>PBox3D</b> = &circ;<a  href="CastleBoxes.TBox3D.html">TBox3D</a>;</code></td>
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<td class="itemcode"><a name="TBox3DList"></a><code><b>TBox3DList</b> = specialize <a  href="CastleGenericLists.TGenericStructList.html">TGenericStructList</a>&lt;<a  href="CastleBoxes.TBox3D.html">TBox3D</a>&gt;;</code></td>
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<h3 class="detail">Constants</h3>
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<td class="itemcode"><a name="EmptyBox3D"></a><code><b>EmptyBox3D</b>: <a  href="CastleBoxes.TBox3D.html">TBox3D</a> = (Data: ((0, 0, 0), (-1, -1, -1)));</code></td>
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<p>
Special <a class="normal" href="CastleBoxes.TBox3D.html">TBox3D</a> value meaning &quot;bounding box is empty&quot;. This is different than just bounding box with zero sizes, as bounding box with zero sizes still has some position. Empty bounding box doesn't contain any portion of 3D space.</p>
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<h3 class="detail">Variables</h3>
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<td class="itemcode"><a name="Box3DPlaneCollisionEqualityEpsilon"></a><code><b>Box3DPlaneCollisionEqualityEpsilon</b>: Double = 1e-5;</code></td>
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<p>
Special equality epsilon used by <a class="normal" href="CastleBoxes.html#IsCenteredBox3DPlaneCollision">IsCenteredBox3DPlaneCollision</a>. For implementation reasons, they always use Double precision (even when called with arguments with Single precision), and still have to use epsilon slightly larger than usual <a class="normal" href="CastleVectors.html#DoubleEqualityEpsilon">CastleVectors.DoubleEqualityEpsilon</a>.</p>
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</table>
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