
is heute weihnachten, oder was

...
alles schläft....

*humpf*


( oder sin die meißten im Urlaub? währ wohl keinem nicht zu verdenken, nach so vielen Arbeitswochen..)
mfg, Draufgeher.
Nachtrag in Sachen Linux:virtual const core::vector3df& irr::scene::ISceneNode::getRotation ( ) const [inline, virtual]
Gets the rotation of the node.
* Note that this is the relative rotation of the node. *
Returns:
Current relative rotation of the scene node.
Code: Alles auswählen
; ***
; *** Standard Collision, equal to SpriteCollision()
; ***
Macro AbsEx(Expression)
( ( ((Expression) >= 0 Or 0) *2 - 1 ) * (Expression) )
EndMacro
Procedure.d P_AbsEx(Wert.d)
If Wert < 0
Wert *-1
EndIf
ProcedureReturn Wert
EndProcedure
Macro StdColl(x1,y1,a1,b1,x2,y2,a2,b2)
(0 Or (0>=((0 Or (x1 < x2))*(x2 - (x1 + a1)))+((0 Or (x1 >= x2))*(x1 - (x2 + a2)))))And(0 Or (0>=((0 Or (y1 < y2))*(y2 - (y1 + b1)))+((0 Or (y1 >= y2))*(y1 - (y2 + b2)))))
EndMacro
Procedure P_StdColl(x1.d,y1.d,a1.d,b1.d,x2.d,y2.d,a2.d,b2.d)
Coll = #False
If x1 < x2
dx.d = x2 - (x1 + a1)
Else
dx.d = x1 - (x2 + a2)
EndIf
If y1 < y2
dy.d = y2 - (y1 + b1)
Else
dy.d = y1 - (y2 + b2)
EndIf
If dx < 0 And dy < 0
Coll = #True
EndIf
ProcedureReturn Coll
EndProcedure
Macro BoundBoxColl(x1,y1,a1,b1,x2,y2,a2,b2)
( ( 0 Or ((AbsEx(x1-x2) - a1 - a2)<0)) And ( 0 Or ((AbsEx(y1-y2) - b1 - b2)<0)) )
EndMacro
Procedure P_BoundBoxColl(x1.d,y1.d,a1.d,b1.d,x2.d,y2.d,a2.d,b2.d)
Coll = #False
dx.d = P_AbsEx(x1-x2) - a1 - a2
dy.d = P_AbsEx(y1-y2) - b1 - b2
If dx < 0 And dy < 0
Coll = #True
EndIf
ProcedureReturn Coll
EndProcedure
Code: Alles auswählen
IrrGetCollisionGroupFromComplexMesh(*ptr2IrrAnimatedMesh.l, *ptr2IrrSceneNode.l)
IrrGetCollisionGroupFromBox(*ptr2IrrSceneNode.l)
IrrGetCollisionGroupFromTerrain(*ptr2IrrTerrainSceneNode.l, level_of_detail.l)
IrrCreateCombinedCollisionGroup()
IrrAddCollisionGroupToCombination(*ptr2IrrMetaTriangleSelector.l, *ptr2IrrTriangleSelector.l)
IrrRemoveAllCollisionGroupsFromCombination(*ptr2IrrMetaTriangleSelector.l)
IrrRemoveCollisionGroupFromCombination(*ptr2IrrMetaTriangleSelector.l, *ptr2IrrTriangleSelector.l)
IrrGetCollisionPoint(*vectorStart.IRR_VECTOR, *vectorEnd.IRR_VECTOR, *ptr2IrrTriangleSelector.l, *vectorCollision.IRR_VECTOR)
IrrGetRayFromScreenCoordinates(x.l, y.l, *ptr2IrrCamera.l, *vectorStart.IRR_VECTOR, *vectorEnd.IRR_VECTOR)
IrrGetCollisionNodeFromCamera(*ptr2IrrCamera.l, bitMask.l=-1)
IrrGetCollisionNodeFromRay(*vectorStart.IRR_VECTOR, *vectorEnd.IRR_VECTOR)
IrrGetCollisionNodeFromScreenCoordinates(x.l, y.l)
IrrGetCollisionNodeFromCursor(bitMask.l)
IrrGetScreenCoordinatesFrom3DPosition( *x.l, *y.l, *vector.IRR_VECTOR)
IrrNodesIntersect(*ptr2IrrSceneNode.l,*ptr2IrrSceneNode2.l)
IrrCollisionAssign(*ptr2IrrSceneNode.l)
IrrCollisionGatherCombined(*ptr2IrrSceneNode.l, *ptr2IrrMetaTriangleSelector.l)