lilith3d::QuadTree Class Reference

#include <quadtree.h>

List of all members.


Detailed Description

The infamous quadtree class. Manages Mesh's inside a spacial tree, and provides structures for optimized culling. All Meshes in the Lilith system are placed in the quadTree, although they add themselves so no explicit calls are required.

This is not a general quad tree implementation. Optimization and tweaks have ended its value as a general quad tree. It does have some useful functions however.


Public Member Functions

BuildingMeshFindBuilding (int mapX, int mapY)
 Find a building at the given location if it exists.
void IntersectRay (int flags, const grinliz::Ray &ray, LilithObjectList *vec)


Member Function Documentation

void lilith3d::QuadTree::IntersectRay ( int  flags,
const grinliz::Ray ray,
LilithObjectList *  vec 
)

Query the quadTree for intersections with the given ray. Normally called from the Lilith3D class, but can be called directly.


The documentation for this class was generated from the following file:
Generated on Fri Mar 23 19:36:28 2007 for Lilith3D by  doxygen 1.5.1-p1