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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">
<h1 class="unit">Unit X3DTriangles</h1>
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<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>Functions and Procedures</td><td><a class="section" href="#PasDoc-Types">Types</a></td><td>Constants</td><td><a class="section" href="#PasDoc-Variables">Variables</a></td></tr></table>
<a name="PasDoc-Description"></a><h2 class="description">Description</h2>
<p>
Triangles in VRML/X3D models (<a class="normal" href="X3DTriangles.TTriangle.html">TTriangle</a>) and octrees that resolve collisions with such triangles (<a class="normal" href="X3DTriangles.TBaseTrianglesOctree.html">TBaseTrianglesOctree</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="X3DNodes.html">X3DNodes</a></li><li><a href="Castle3D.html">Castle3D</a></li><li><a href="CastleBoxes.html">CastleBoxes</a></li><li><a href="CastleOctree.html">CastleOctree</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>
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<th class="itemname">Name</th>
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<td class="itemname">Object <a class="bold" href="X3DTriangles.TTriangle.html"><code>TTriangle</code></a></td>
<td class="itemdesc">Triangle in VRML/X3D model.</td>
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<td class="itemname">Class <a class="bold" href="X3DTriangles.TBaseTrianglesOctreeNode.html"><code>TBaseTrianglesOctreeNode</code></a></td>
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<td class="itemname">Class <a class="bold" href="X3DTriangles.TBaseTrianglesOctree.html"><code>TBaseTrianglesOctree</code></a></td>
<td class="itemdesc">Abstract class for octrees that can check and return collisions with <a class="normal" href="X3DTriangles.TTriangle.html">TTriangle</a>.</td>
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<td class="itemname">Class <a class="bold" href="X3DTriangles.TOctreeIgnoreForShadowRaysAndOneItem.html"><code>TOctreeIgnoreForShadowRaysAndOneItem</code></a></td>
<td class="itemdesc">Simple utility class to easily ignore all transparent, non-shadow-casting triangles, and, additionally, one chosen triangle.</td>
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<a name="PasDoc-Types"></a><h3 class="summary">Types</h3>
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<td class="itemcode"><code><b><a href="X3DTriangles.html#TCollisionCount">TCollisionCount</a></b> = Int64;</code></td>
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<td class="itemcode"><code><b><a href="X3DTriangles.html#TMailboxTag">TMailboxTag</a></b> = Int64;</code></td>
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<td class="itemcode"><code><b><a href="X3DTriangles.html#PTriangle">PTriangle</a></b> = ˆ<a href="X3DTriangles.TTriangle.html">TTriangle</a>;</code></td>
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<td class="itemcode"><code><b><a href="X3DTriangles.html#TTriangleList">TTriangleList</a></b> = specialize <a href="CastleGenericLists.TGenericStructList.html">TGenericStructList</a><<a href="X3DTriangles.TTriangle.html">TTriangle</a>>;</code></td>
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<td class="itemcode"><code><b><a href="X3DTriangles.html#TEnumerateTriangleFunc">TEnumerateTriangleFunc</a></b> = procedure (const Triangle: <a href="X3DTriangles.html#PTriangle">PTriangle</a>) of object;</code></td>
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<a name="PasDoc-Variables"></a><h3 class="summary">Variables</h3>
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<td class="itemcode"><code><b><a href="X3DTriangles.html#TriangleCollisionTestsCounter">TriangleCollisionTestsCounter</a></b>: Cardinal;</code></td>
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<h2 class="description">Description</h2>
<h3 class="detail">Types</h3>
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<td class="itemcode"><a name="TCollisionCount"></a><code><b>TCollisionCount</b> = Int64;</code></td>
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<td class="itemcode"><a name="TMailboxTag"></a><code><b>TMailboxTag</b> = Int64;</code></td>
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<td class="itemcode"><a name="PTriangle"></a><code><b>PTriangle</b> = ˆ<a href="X3DTriangles.TTriangle.html">TTriangle</a>;</code></td>
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<td class="itemcode"><a name="TTriangleList"></a><code><b>TTriangleList</b> = specialize <a href="CastleGenericLists.TGenericStructList.html">TGenericStructList</a><<a href="X3DTriangles.TTriangle.html">TTriangle</a>>;</code></td>
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<td class="itemcode"><a name="TEnumerateTriangleFunc"></a><code><b>TEnumerateTriangleFunc</b> = procedure (const Triangle: <a href="X3DTriangles.html#PTriangle">PTriangle</a>) of object;</code></td>
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<p>
Callback for <a class="normal" href="X3DTriangles.TBaseTrianglesOctree.html#EnumerateTriangles">TBaseTrianglesOctree.EnumerateTriangles</a>.</p>
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<h3 class="detail">Variables</h3>
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<td class="itemcode"><a name="TriangleCollisionTestsCounter"></a><code><b>TriangleCollisionTestsCounter</b>: Cardinal;</code></td>
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<p>
Counter of collision tests done by <a class="normal" href="X3DTriangles.TTriangle.html">TTriangle</a> when the actual collision calculation had to be done. This counts all calls to <a class="normal" href="X3DTriangles.TTriangle.html#SegmentDirCollision">TTriangle.SegmentDirCollision</a> and <a class="normal" href="X3DTriangles.TTriangle.html#RayCollision">TTriangle.RayCollision</a> when the result had to be actually geometrically calculated (result was not in the cache aka "mailbox").
<p>It is especially useful to look at this after using some spatial data structure, like an octree. The goal of tree structures is to minimize this number.
<p>It is a global variable, because that's the most comfortable way to use it. Triangles are usually wrapped in an octree (like <a class="normal" href="CastleTriangleOctree.TTriangleOctree.html">TTriangleOctree</a>), or even in an octree of octrees (like <a class="normal" href="CastleShapeOctree.TShapeOctree.html">TShapeOctree</a>). Tracking collisions using the global variable is most comfortable, instead of spending time on propagating this (purely debugging) information through the octree structures.</p>
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