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<title>Castle Game Engine: X3DTriangles: Class TBaseTrianglesOctree</title>
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<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">
<a name="TBaseTrianglesOctree"></a><h1 class="cio">Class TBaseTrianglesOctree</h1>
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<td><a class="section" href="#PasDoc-Description">Description</a></td><td><a class="section" href="#PasDoc-Hierarchy">Hierarchy</a></td><td>Fields</td><td><a class="section" href="#PasDoc-Methods">Methods</a></td><td>Properties</td></tr></table>
<a name="PasDoc-Description"></a><h2 class="unit">Unit</h2>
<p class="unitlink">
<a href="X3DTriangles.html">X3DTriangles</a></p>
<h2 class="declaration">Declaration</h2>
<p class="declaration">
<code>type TBaseTrianglesOctree = class(<a class="normal" href="CastleOctree.TOctree.html">TOctree</a>)</code></p>
<h2 class="description">Description</h2>
<p>
Abstract class for octrees that can check and return collisions with <a class="normal" href="X3DTriangles.TTriangle.html">TTriangle</a>.
<p>Octree node class used by this must be a <a class="normal" href="X3DTriangles.TBaseTrianglesOctreeNode.html">TBaseTrianglesOctreeNode</a> descendant.
<p>In a simple case, this is an ancestor of <a class="normal" href="CastleTriangleOctree.TTriangleOctree.html">TTriangleOctree</a>, that is just an octree storing <a class="normal" href="X3DTriangles.TTriangle.html">TTriangle</a>. But it's also an ancestor of <a class="normal" href="CastleShapeOctree.TShapeOctree.html">TShapeOctree</a>, since each shape has also a triangle octree. This way, <a class="normal" href="CastleShapeOctree.TShapeOctree.html">TShapeOctree</a> can calculate collisions with <a class="normal" href="X3DTriangles.TTriangle.html">TTriangle</a>, even though it doesn't directly store <a class="normal" href="X3DTriangles.TTriangle.html">TTriangle</a> items.</p>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">TObject</li>
<li class="ancestor"><a class="normal" href="CastleOctree.TOctree.html">TOctree</a></li>
<li class="thisitem">TBaseTrianglesOctree</li></ul><h2 class="overview">Overview</h2>
<a name="PasDoc-Methods"></a><h3 class="summary">Methods</h3>
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<td class="itemcode"><code>function <b><a href="X3DTriangles.TBaseTrianglesOctree.html#SegmentCollision">SegmentCollision</a></b>( out Intersection: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; out IntersectionDistance: Single; const pos1, pos2: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const ReturnClosestIntersection: boolean; const TriangleToIgnore: <a href="X3DTriangles.html#PTriangle">PTriangle</a>; const IgnoreMarginAtStart: boolean; const TrianglesToIgnoreFunc: <a href="CastleTriangles.html#T3DTriangleIgnoreFunc">T3DTriangleIgnoreFunc</a>): <a href="X3DTriangles.html#PTriangle">PTriangle</a>; overload;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DTriangles.TBaseTrianglesOctree.html#SegmentCollision">SegmentCollision</a></b>( out Intersection: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const pos1, pos2: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const ReturnClosestIntersection: boolean; const TriangleToIgnore: <a href="X3DTriangles.html#PTriangle">PTriangle</a>; const IgnoreMarginAtStart: boolean; const TrianglesToIgnoreFunc: <a href="CastleTriangles.html#T3DTriangleIgnoreFunc">T3DTriangleIgnoreFunc</a>): <a href="X3DTriangles.html#PTriangle">PTriangle</a>; overload;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DTriangles.TBaseTrianglesOctree.html#SegmentCollision">SegmentCollision</a></b>( out IntersectionDistance: Single; const pos1, pos2: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const ReturnClosestIntersection: boolean; const TriangleToIgnore: <a href="X3DTriangles.html#PTriangle">PTriangle</a>; const IgnoreMarginAtStart: boolean; const TrianglesToIgnoreFunc: <a href="CastleTriangles.html#T3DTriangleIgnoreFunc">T3DTriangleIgnoreFunc</a>): <a href="X3DTriangles.html#PTriangle">PTriangle</a>; overload;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DTriangles.TBaseTrianglesOctree.html#SegmentCollision">SegmentCollision</a></b>( const pos1, pos2: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const ReturnClosestIntersection: boolean; const TriangleToIgnore: <a href="X3DTriangles.html#PTriangle">PTriangle</a>; const IgnoreMarginAtStart: boolean; const TrianglesToIgnoreFunc: <a href="CastleTriangles.html#T3DTriangleIgnoreFunc">T3DTriangleIgnoreFunc</a>): <a href="X3DTriangles.html#PTriangle">PTriangle</a>; overload;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DTriangles.TBaseTrianglesOctree.html#IsSegmentCollision">IsSegmentCollision</a></b>( const pos1, pos2: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const TriangleToIgnore: <a href="X3DTriangles.html#PTriangle">PTriangle</a>; const IgnoreMarginAtStart: boolean; const TrianglesToIgnoreFunc: <a href="CastleTriangles.html#T3DTriangleIgnoreFunc">T3DTriangleIgnoreFunc</a>): boolean;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DTriangles.TBaseTrianglesOctree.html#SphereCollision">SphereCollision</a></b>(const pos: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const Radius: Single; const TriangleToIgnore: <a href="X3DTriangles.html#PTriangle">PTriangle</a>; const TrianglesToIgnoreFunc: <a href="CastleTriangles.html#T3DTriangleIgnoreFunc">T3DTriangleIgnoreFunc</a>): <a href="X3DTriangles.html#PTriangle">PTriangle</a>;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DTriangles.TBaseTrianglesOctree.html#IsSphereCollision">IsSphereCollision</a></b>(const pos: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const Radius: Single; const TriangleToIgnore: <a href="X3DTriangles.html#PTriangle">PTriangle</a>; const TrianglesToIgnoreFunc: <a href="CastleTriangles.html#T3DTriangleIgnoreFunc">T3DTriangleIgnoreFunc</a>): boolean;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DTriangles.TBaseTrianglesOctree.html#BoxCollision">BoxCollision</a></b>(const ABox: <a href="CastleBoxes.TBox3D.html">TBox3D</a>; const TriangleToIgnore: <a href="X3DTriangles.html#PTriangle">PTriangle</a>; const TrianglesToIgnoreFunc: <a href="CastleTriangles.html#T3DTriangleIgnoreFunc">T3DTriangleIgnoreFunc</a>): <a href="X3DTriangles.html#PTriangle">PTriangle</a>;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DTriangles.TBaseTrianglesOctree.html#IsBoxCollision">IsBoxCollision</a></b>(const ABox: <a href="CastleBoxes.TBox3D.html">TBox3D</a>; const TriangleToIgnore: <a href="X3DTriangles.html#PTriangle">PTriangle</a>; const TrianglesToIgnoreFunc: <a href="CastleTriangles.html#T3DTriangleIgnoreFunc">T3DTriangleIgnoreFunc</a>): boolean;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DTriangles.TBaseTrianglesOctree.html#RayCollision">RayCollision</a></b>( out Intersection: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; out IntersectionDistance: Single; const RayOrigin, RayDirection: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const ReturnClosestIntersection: boolean; const TriangleToIgnore: <a href="X3DTriangles.html#PTriangle">PTriangle</a>; const IgnoreMarginAtStart: boolean; const TrianglesToIgnoreFunc: <a href="CastleTriangles.html#T3DTriangleIgnoreFunc">T3DTriangleIgnoreFunc</a>): <a href="X3DTriangles.html#PTriangle">PTriangle</a>; overload;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DTriangles.TBaseTrianglesOctree.html#RayCollision">RayCollision</a></b>( out Intersection: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const RayOrigin, RayDirection: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const ReturnClosestIntersection: boolean; const TriangleToIgnore: <a href="X3DTriangles.html#PTriangle">PTriangle</a>; const IgnoreMarginAtStart: boolean; const TrianglesToIgnoreFunc: <a href="CastleTriangles.html#T3DTriangleIgnoreFunc">T3DTriangleIgnoreFunc</a>): <a href="X3DTriangles.html#PTriangle">PTriangle</a>; overload;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DTriangles.TBaseTrianglesOctree.html#RayCollision">RayCollision</a></b>( out IntersectionDistance: Single; const RayOrigin, RayDirection: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const ReturnClosestIntersection: boolean; const TriangleToIgnore: <a href="X3DTriangles.html#PTriangle">PTriangle</a>; const IgnoreMarginAtStart: boolean; const TrianglesToIgnoreFunc: <a href="CastleTriangles.html#T3DTriangleIgnoreFunc">T3DTriangleIgnoreFunc</a>): <a href="X3DTriangles.html#PTriangle">PTriangle</a>; overload;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DTriangles.TBaseTrianglesOctree.html#RayCollision">RayCollision</a></b>(const RayOrigin, RayDirection: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const ReturnClosestIntersection: boolean; const TriangleToIgnore: <a href="X3DTriangles.html#PTriangle">PTriangle</a>; const IgnoreMarginAtStart: boolean; const TrianglesToIgnoreFunc: <a href="CastleTriangles.html#T3DTriangleIgnoreFunc">T3DTriangleIgnoreFunc</a>): <a href="X3DTriangles.html#PTriangle">PTriangle</a>; overload;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DTriangles.TBaseTrianglesOctree.html#IsRayCollision">IsRayCollision</a></b>( const RayOrigin, RayDirection: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const TriangleToIgnore: <a href="X3DTriangles.html#PTriangle">PTriangle</a>; const IgnoreMarginAtStart: boolean; const TrianglesToIgnoreFunc: <a href="CastleTriangles.html#T3DTriangleIgnoreFunc">T3DTriangleIgnoreFunc</a>): boolean;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DTriangles.TBaseTrianglesOctree.html#MoveCollision">MoveCollision</a></b>( const OldPos, NewPos: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const IsRadius: boolean; const Radius: Single; const OldBox, NewBox: <a href="CastleBoxes.TBox3D.html">TBox3D</a>; const TriangleToIgnore: <a href="X3DTriangles.html#PTriangle">PTriangle</a> = nil; const TrianglesToIgnoreFunc: <a href="CastleTriangles.html#T3DTriangleIgnoreFunc">T3DTriangleIgnoreFunc</a> = nil): boolean;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DTriangles.TBaseTrianglesOctree.html#MoveCollision">MoveCollision</a></b>( const OldPos, ProposedNewPos: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; out NewPos: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const IsRadius: boolean; const Radius: Single; const OldBox, NewBox: <a href="CastleBoxes.TBox3D.html">TBox3D</a>; const TriangleToIgnore: <a href="X3DTriangles.html#PTriangle">PTriangle</a> = nil; const TrianglesToIgnoreFunc: <a href="CastleTriangles.html#T3DTriangleIgnoreFunc">T3DTriangleIgnoreFunc</a> = nil): boolean;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DTriangles.TBaseTrianglesOctree.html#HeightCollision">HeightCollision</a></b>( const Position, GravityUp: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; out AboveHeight: Single; out AboveGround: <a href="X3DTriangles.html#PTriangle">PTriangle</a>; const TriangleToIgnore: <a href="X3DTriangles.html#PTriangle">PTriangle</a>; const TrianglesToIgnoreFunc: <a href="CastleTriangles.html#T3DTriangleIgnoreFunc">T3DTriangleIgnoreFunc</a>): boolean;</code></td>
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<td class="itemcode"><code>class function <b><a href="X3DTriangles.TBaseTrianglesOctree.html#IgnoreTransparentItem">IgnoreTransparentItem</a></b>( const Sender: TObject; const Triangle: <a href="CastleTriangles.html#P3DTriangle">P3DTriangle</a>): boolean;</code></td>
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<td class="itemcode"><code>class function <b><a href="X3DTriangles.TBaseTrianglesOctree.html#IgnoreForShadowRays">IgnoreForShadowRays</a></b>( const Sender: TObject; const Triangle: <a href="CastleTriangles.html#P3DTriangle">P3DTriangle</a>): boolean;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DTriangles.TBaseTrianglesOctree.html#LightNotBlocked">LightNotBlocked</a></b>(const Light: <a href="X3DNodes.TLightInstance.html">TLightInstance</a>; const LightedPoint, LightedPointPlane, RenderDir: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const TriangleToIgnore: <a href="X3DTriangles.html#PTriangle">PTriangle</a>; const IgnoreMarginAtStart: boolean): boolean;</code></td>
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<td class="itemcode"><code>procedure <b><a href="X3DTriangles.TBaseTrianglesOctree.html#EnumerateTriangles">EnumerateTriangles</a></b>(EnumerateTriangleFunc: <a href="X3DTriangles.html#TEnumerateTriangleFunc">TEnumerateTriangleFunc</a>); virtual; abstract;</code></td>
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<td class="itemcode"><code>function <b><a href="X3DTriangles.TBaseTrianglesOctree.html#TrianglesCount">TrianglesCount</a></b>: Cardinal; virtual; abstract;</code></td>
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<h2 class="description">Description</h2>
<h3 class="detail">Methods</h3>
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<td class="itemcode"><a name="SegmentCollision"></a><code>function <b>SegmentCollision</b>( out Intersection: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; out IntersectionDistance: Single; const pos1, pos2: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const ReturnClosestIntersection: boolean; const TriangleToIgnore: <a href="X3DTriangles.html#PTriangle">PTriangle</a>; const IgnoreMarginAtStart: boolean; const TrianglesToIgnoreFunc: <a href="CastleTriangles.html#T3DTriangleIgnoreFunc">T3DTriangleIgnoreFunc</a>): <a href="X3DTriangles.html#PTriangle">PTriangle</a>; overload;</code></td>
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<p>
Collision checking using the octree.
<p><a class="normal" href="X3DTriangles.TBaseTrianglesOctree.html#SegmentCollision">SegmentCollision</a> checks for collision between a line segment and tree items.
<p><a class="normal" href="X3DTriangles.TBaseTrianglesOctree.html#SphereCollision">SphereCollision</a> checks for collision with a sphere.
<p><a class="normal" href="X3DTriangles.TBaseTrianglesOctree.html#BoxCollision">BoxCollision</a> checks for collision with a box (axis-aligned, <a class="normal" href="CastleBoxes.TBox3D.html">TBox3D</a> type).
<p><a class="normal" href="X3DTriangles.TBaseTrianglesOctree.html#RayCollision">RayCollision</a> checks for collision with a ray.
<p>All there methods return nil if there is no collision, or a pointer to colliding item.
<p>
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<p></p>
<h6 class="description_section">Parameters</h6>
<dl class="parameters">
<dt>ReturnClosestIntersection</dt>
<dd><p>If <code>False</code>, then any collision detected is returned. For routines that don't have ReturnClosestIntersection parameter (<a class="normal" href="X3DTriangles.TBaseTrianglesOctree.html#SphereCollision">SphereCollision</a>, <a class="normal" href="X3DTriangles.TBaseTrianglesOctree.html#BoxCollision">BoxCollision</a>) always any collision is returned.
<p>If this is <code>True</code>, then the collision closest to RayOrigin (for <a class="normal" href="X3DTriangles.TBaseTrianglesOctree.html#RayCollision">RayCollision</a>) or Pos1 (for <a class="normal" href="X3DTriangles.TBaseTrianglesOctree.html#SegmentCollision">SegmentCollision</a>) is returned. This makes the collision somewhat slower (as we have to check all collisions, while for ReturnClosestIntersection = <code>False</code> we can terminate at first collision found.)
<p>The versions that return boolean value (IsXxxCollision) don't take this parameter, as they are naturally interested in existence of <i>any</i> intersection.</dd>
<dt>TriangleToIgnore</dt>
<dd><p>If this is non-nil, then Segment/<a class="normal" href="X3DTriangles.TBaseTrianglesOctree.html#RayCollision">RayCollision</a> assume that there is <i>never</i> a collision with this octree item. It's never returned as collidable item.
<p>This is useful for recursive ray-tracer, when you start tracing from some existing face (octree item). In this case, you don't want to "hit" the starting face. So you can pass this face as TriangleToIgnore.
<p>Note that IgnoreMarginAtStart helps with the same problem, although a little differently.</dd>
<dt>TrianglesToIgnoreFunc</dt>
<dd><p>If assigned, then items for which TrianglesToIgnoreFunc returns <code>True</code> will be ignored. This is a more general mechanism than TriangleToIgnore, as you can ignore many items, you can also make some condition to ignore — for example, you can ignore partially transparent items.</dd>
<dt>IgnoreMarginAtStart</dt>
<dd><p>If <code>True</code>, then collisions that happen very very close to RayOrigin (or Pos1 for <a class="normal" href="X3DTriangles.TBaseTrianglesOctree.html#SegmentCollision">SegmentCollision</a>) will be ignored.
<p>This is another thing helpful for recursive ray-tracers: you don't want to hit the starting face, or any coplanar faces, when tracing reflected/refracted/shadow ray.
<p>Note that if you know actual pointer of your face, it's better to use TriangleToIgnore — TriangleToIgnore is a 100% guaranteed stable solution, while IgnoreMarginAtStart necessarily has some "epsilon" constant that determines which items are ignored. This epsilon may be too large, or too small, in some cases.
<p>In practice, recursive ray-tracers should use both TriangleToIgnore (to avoid collisions with starting face) and IgnoreMarginAtStart = <code>True</code> (to avoid collisions with faces coplanar with starting face).</dd>
<dt>IntersectionDistance</dt>
<dd>For <a class="normal" href="X3DTriangles.TBaseTrianglesOctree.html#RayCollision">RayCollision</a>: Returned IntersectionDistance is the distance along the RayDirection: smaller IntersectionDistance, closer to RayOrigin. IntersectionDistance is always >= 0. Intersection is always equal to RayOrigin + RayDirection * IntersectionDistance.
<p>For <a class="normal" href="X3DTriangles.TBaseTrianglesOctree.html#SegmentCollision">SegmentCollision</a>: analogously, IntersectionDistance is along Pos2 - Pos1. IntersectionDistance is always in 0...1. Intersectio is always equal to Pos1 + (Pos2 - Pos1) * IntersectionDistance.</dd>
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<td class="itemcode"><a name="SegmentCollision"></a><code>function <b>SegmentCollision</b>( out Intersection: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const pos1, pos2: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const ReturnClosestIntersection: boolean; const TriangleToIgnore: <a href="X3DTriangles.html#PTriangle">PTriangle</a>; const IgnoreMarginAtStart: boolean; const TrianglesToIgnoreFunc: <a href="CastleTriangles.html#T3DTriangleIgnoreFunc">T3DTriangleIgnoreFunc</a>): <a href="X3DTriangles.html#PTriangle">PTriangle</a>; overload;</code></td>
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<td class="itemcode"><a name="SegmentCollision"></a><code>function <b>SegmentCollision</b>( out IntersectionDistance: Single; const pos1, pos2: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const ReturnClosestIntersection: boolean; const TriangleToIgnore: <a href="X3DTriangles.html#PTriangle">PTriangle</a>; const IgnoreMarginAtStart: boolean; const TrianglesToIgnoreFunc: <a href="CastleTriangles.html#T3DTriangleIgnoreFunc">T3DTriangleIgnoreFunc</a>): <a href="X3DTriangles.html#PTriangle">PTriangle</a>; overload;</code></td>
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<td class="itemcode"><a name="SegmentCollision"></a><code>function <b>SegmentCollision</b>( const pos1, pos2: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const ReturnClosestIntersection: boolean; const TriangleToIgnore: <a href="X3DTriangles.html#PTriangle">PTriangle</a>; const IgnoreMarginAtStart: boolean; const TrianglesToIgnoreFunc: <a href="CastleTriangles.html#T3DTriangleIgnoreFunc">T3DTriangleIgnoreFunc</a>): <a href="X3DTriangles.html#PTriangle">PTriangle</a>; overload;</code></td>
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<td class="itemcode"><a name="IsSegmentCollision"></a><code>function <b>IsSegmentCollision</b>( const pos1, pos2: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const TriangleToIgnore: <a href="X3DTriangles.html#PTriangle">PTriangle</a>; const IgnoreMarginAtStart: boolean; const TrianglesToIgnoreFunc: <a href="CastleTriangles.html#T3DTriangleIgnoreFunc">T3DTriangleIgnoreFunc</a>): boolean;</code></td>
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<td class="itemcode"><a name="SphereCollision"></a><code>function <b>SphereCollision</b>(const pos: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const Radius: Single; const TriangleToIgnore: <a href="X3DTriangles.html#PTriangle">PTriangle</a>; const TrianglesToIgnoreFunc: <a href="CastleTriangles.html#T3DTriangleIgnoreFunc">T3DTriangleIgnoreFunc</a>): <a href="X3DTriangles.html#PTriangle">PTriangle</a>;</code></td>
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<td class="itemcode"><a name="IsSphereCollision"></a><code>function <b>IsSphereCollision</b>(const pos: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const Radius: Single; const TriangleToIgnore: <a href="X3DTriangles.html#PTriangle">PTriangle</a>; const TrianglesToIgnoreFunc: <a href="CastleTriangles.html#T3DTriangleIgnoreFunc">T3DTriangleIgnoreFunc</a>): boolean;</code></td>
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<td class="itemcode"><a name="BoxCollision"></a><code>function <b>BoxCollision</b>(const ABox: <a href="CastleBoxes.TBox3D.html">TBox3D</a>; const TriangleToIgnore: <a href="X3DTriangles.html#PTriangle">PTriangle</a>; const TrianglesToIgnoreFunc: <a href="CastleTriangles.html#T3DTriangleIgnoreFunc">T3DTriangleIgnoreFunc</a>): <a href="X3DTriangles.html#PTriangle">PTriangle</a>;</code></td>
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<td class="itemcode"><a name="IsBoxCollision"></a><code>function <b>IsBoxCollision</b>(const ABox: <a href="CastleBoxes.TBox3D.html">TBox3D</a>; const TriangleToIgnore: <a href="X3DTriangles.html#PTriangle">PTriangle</a>; const TrianglesToIgnoreFunc: <a href="CastleTriangles.html#T3DTriangleIgnoreFunc">T3DTriangleIgnoreFunc</a>): boolean;</code></td>
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<td class="itemcode"><a name="RayCollision"></a><code>function <b>RayCollision</b>( out Intersection: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; out IntersectionDistance: Single; const RayOrigin, RayDirection: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const ReturnClosestIntersection: boolean; const TriangleToIgnore: <a href="X3DTriangles.html#PTriangle">PTriangle</a>; const IgnoreMarginAtStart: boolean; const TrianglesToIgnoreFunc: <a href="CastleTriangles.html#T3DTriangleIgnoreFunc">T3DTriangleIgnoreFunc</a>): <a href="X3DTriangles.html#PTriangle">PTriangle</a>; overload;</code></td>
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<td class="itemcode"><a name="RayCollision"></a><code>function <b>RayCollision</b>( out Intersection: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const RayOrigin, RayDirection: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const ReturnClosestIntersection: boolean; const TriangleToIgnore: <a href="X3DTriangles.html#PTriangle">PTriangle</a>; const IgnoreMarginAtStart: boolean; const TrianglesToIgnoreFunc: <a href="CastleTriangles.html#T3DTriangleIgnoreFunc">T3DTriangleIgnoreFunc</a>): <a href="X3DTriangles.html#PTriangle">PTriangle</a>; overload;</code></td>
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<td class="itemcode"><a name="RayCollision"></a><code>function <b>RayCollision</b>( out IntersectionDistance: Single; const RayOrigin, RayDirection: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const ReturnClosestIntersection: boolean; const TriangleToIgnore: <a href="X3DTriangles.html#PTriangle">PTriangle</a>; const IgnoreMarginAtStart: boolean; const TrianglesToIgnoreFunc: <a href="CastleTriangles.html#T3DTriangleIgnoreFunc">T3DTriangleIgnoreFunc</a>): <a href="X3DTriangles.html#PTriangle">PTriangle</a>; overload;</code></td>
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<td class="itemcode"><a name="RayCollision"></a><code>function <b>RayCollision</b>(const RayOrigin, RayDirection: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const ReturnClosestIntersection: boolean; const TriangleToIgnore: <a href="X3DTriangles.html#PTriangle">PTriangle</a>; const IgnoreMarginAtStart: boolean; const TrianglesToIgnoreFunc: <a href="CastleTriangles.html#T3DTriangleIgnoreFunc">T3DTriangleIgnoreFunc</a>): <a href="X3DTriangles.html#PTriangle">PTriangle</a>; overload;</code></td>
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<td class="itemcode"><a name="IsRayCollision"></a><code>function <b>IsRayCollision</b>( const RayOrigin, RayDirection: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const TriangleToIgnore: <a href="X3DTriangles.html#PTriangle">PTriangle</a>; const IgnoreMarginAtStart: boolean; const TrianglesToIgnoreFunc: <a href="CastleTriangles.html#T3DTriangleIgnoreFunc">T3DTriangleIgnoreFunc</a>): boolean;</code></td>
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<td class="itemcode"><a name="MoveCollision"></a><code>function <b>MoveCollision</b>( const OldPos, NewPos: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const IsRadius: boolean; const Radius: Single; const OldBox, NewBox: <a href="CastleBoxes.TBox3D.html">TBox3D</a>; const TriangleToIgnore: <a href="X3DTriangles.html#PTriangle">PTriangle</a> = nil; const TrianglesToIgnoreFunc: <a href="CastleTriangles.html#T3DTriangleIgnoreFunc">T3DTriangleIgnoreFunc</a> = nil): boolean;</code></td>
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Check is move allowed. This is the perfect (precise, using triangle mesh, and fast) implementation of <a class="normal" href="Castle3D.T3D.html#MoveCollision">T3D.MoveCollision</a> interface.
<p>TriangleToIgnore and TrianglesToIgnoreFunc meaning is just like for <a class="normal" href="X3DTriangles.TBaseTrianglesOctree.html#RayCollision">RayCollision</a>. This can be used to allow camera to walk thorugh some surfaces (e.g. through water surface, or to allow player to walk through some "fake wall" and discover secret room in game etc.).</p>
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<td class="itemcode"><a name="MoveCollision"></a><code>function <b>MoveCollision</b>( const OldPos, ProposedNewPos: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; out NewPos: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const IsRadius: boolean; const Radius: Single; const OldBox, NewBox: <a href="CastleBoxes.TBox3D.html">TBox3D</a>; const TriangleToIgnore: <a href="X3DTriangles.html#PTriangle">PTriangle</a> = nil; const TrianglesToIgnoreFunc: <a href="CastleTriangles.html#T3DTriangleIgnoreFunc">T3DTriangleIgnoreFunc</a> = nil): boolean;</code></td>
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<td class="itemcode"><a name="HeightCollision"></a><code>function <b>HeightCollision</b>( const Position, GravityUp: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; out AboveHeight: Single; out AboveGround: <a href="X3DTriangles.html#PTriangle">PTriangle</a>; const TriangleToIgnore: <a href="X3DTriangles.html#PTriangle">PTriangle</a>; const TrianglesToIgnoreFunc: <a href="CastleTriangles.html#T3DTriangleIgnoreFunc">T3DTriangleIgnoreFunc</a>): boolean;</code></td>
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For given camera position and up vector, calculate camera height above the ground. This is comfortable for cooperation with <a class="normal" href="CastleCameras.TWalkCamera.html#OnHeight">TWalkCamera.OnHeight</a>.
<p>See <a class="normal" href="Castle3D.T3D.html#Height">T3D.Height</a> for specification.
<p>TriangleToIgnore and TrianglesToIgnoreFunc meaning is just like for <a class="normal" href="X3DTriangles.TBaseTrianglesOctree.html#RayCollision">RayCollision</a>.</p>
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<td class="itemcode"><a name="IgnoreTransparentItem"></a><code>class function <b>IgnoreTransparentItem</b>( const Sender: TObject; const Triangle: <a href="CastleTriangles.html#P3DTriangle">P3DTriangle</a>): boolean;</code></td>
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Ignore (return <code>True</code>) transparent triangles (with Material.Transparency > 0).
<p>This is suitable for <a class="normal" href="CastleTriangles.html#T3DTriangleIgnoreFunc">T3DTriangleIgnoreFunc</a> function, you can pass this to <a class="normal" href="X3DTriangles.TBaseTrianglesOctree.html#RayCollision">RayCollision</a> and such.</p>
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<td class="itemcode"><a name="IgnoreForShadowRays"></a><code>class function <b>IgnoreForShadowRays</b>( const Sender: TObject; const Triangle: <a href="CastleTriangles.html#P3DTriangle">P3DTriangle</a>): boolean;</code></td>
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Ignore (return <code>True</code>) transparent triangles (with Material.Transparency > 0) and non-shadow-casting triangles (with Appearance.shadowCaster = FALSE).
<p>This is suitable for <a class="normal" href="CastleTriangles.html#T3DTriangleIgnoreFunc">T3DTriangleIgnoreFunc</a> function, you can pass this to <a class="normal" href="X3DTriangles.TBaseTrianglesOctree.html#RayCollision">RayCollision</a> and such.</p>
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<td class="itemcode"><a name="LightNotBlocked"></a><code>function <b>LightNotBlocked</b>(const Light: <a href="X3DNodes.TLightInstance.html">TLightInstance</a>; const LightedPoint, LightedPointPlane, RenderDir: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const TriangleToIgnore: <a href="X3DTriangles.html#PTriangle">PTriangle</a>; const IgnoreMarginAtStart: boolean): boolean;</code></td>
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Checks whether VRML Light (point or directional) lights at scene point LightedPoint.
<p>"Lights at scene" means that the light is turned on (field "on" is <code>True</code>) and between light source and a LightedPoint nothing blocks the light (we check it by querying collisions using the octree, ignoring transparent and non-shadow-casting triangles), and the light source is on the same side of LightedPointPlane as RenderDir.
<p>TriangleToIgnore and IgnoreMarginAtStart work just like for <a class="normal" href="X3DTriangles.TBaseTrianglesOctree.html#SegmentCollision">SegmentCollision</a>. You should usually set TriangleToIgnore to the triangle containing your LightedPoint and IgnoreMarginAtStart to <code>True</code>, to avoid detecting point as shadowing itself.</p>
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<td class="itemcode"><a name="EnumerateTriangles"></a><code>procedure <b>EnumerateTriangles</b>(EnumerateTriangleFunc: <a href="X3DTriangles.html#TEnumerateTriangleFunc">TEnumerateTriangleFunc</a>); virtual; abstract;</code></td>
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Enumerate every triangle of this octree.
<p>It passes to EnumerateTriangleFunc callback a Triangle. Triangle is passed as a pointer (never <code>Nil</code>) — these are guaranteed to be "stable" pointers stored inside octrees' lists (so they will be valid as long as octree (and eventual children octrees for <a class="normal" href="CastleShapeOctree.TShapeOctree.html">TShapeOctree</a>)).
<p>Every triangle is guaranteed to have it's World coordinates updated (to put it simply, when this is used on <a class="normal" href="CastleShapeOctree.TShapeOctree.html">TShapeOctree</a>, then we call UpdateWorld on each triangle).</p>
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<td class="itemcode"><a name="TrianglesCount"></a><code>function <b>TrianglesCount</b>: Cardinal; virtual; abstract;</code></td>
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Number of triangles within the octree. This counts all triangles returned by <a class="normal" href="X3DTriangles.TBaseTrianglesOctree.html#EnumerateTriangles">EnumerateTriangles</a>.</p>
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