lilith3d::BuildingMesh Class Reference

#include <building.h>

Inheritance diagram for lilith3d::BuildingMesh:

lilith3d::StaticMesh lilith3d::Mesh List of all members.

Detailed Description

A building mesh is a static mesh that is always associated with the terrain. It will automatically clear trees and other terrain decoration when created, and restore them when done.

A building is automatically pathed and attached to the pather.

Todo:
At this time, buildings do not support rotation. It would be very useful if they did (to say the least) but its a detailed (although not difficult) change.


Public Member Functions

const grinliz::Rectangle2I & VertexBounds () const
 2D bounding box of the building, in vertex coordinates.
virtual void IntersectRay (int flags, const grinliz::Vector3F &point, const grinliz::Vector3F &dir, LilithObjectList *vec)

Protected Member Functions

 BuildingMesh (const StaticResource *meshResource, const grinliz::Vector3F &position)

Friends

class lilith3d::TerrainMesh


Constructor & Destructor Documentation

lilith3d::BuildingMesh::BuildingMesh ( const StaticResource meshResource,
const grinliz::Vector3F &  position 
) [protected]

Building Mesh have many exceptions to the usual Mesh rules. They are constructed by a TerrainMesh factory - TerrainMesh::CreateBuilding()


Member Function Documentation

virtual void lilith3d::BuildingMesh::IntersectRay ( int  flags,
const grinliz::Vector3F &  point,
const grinliz::Vector3F &  dir,
LilithObjectList *  vec 
) [virtual]

Check for intersection with the current Mesh.

Reimplemented from lilith3d::StaticMesh.


The documentation for this class was generated from the following file:
Generated on Fri Mar 23 19:36:26 2007 for Lilith3D by  doxygen 1.5.1-p1