Thats a confusing explanation - and an example The last parameter and it will be returned pointing at a STATIC array If you need to know moreĪbout these intersections, pass the address of a ssgHit * variable as You how many triangles impacted the sphere/vector. The result in either case is an integer telling ssgLOS intersects an arbitary vector whose direction is defined by 's'.The Height-of-Terrain - hence the name 'HOT'. ssgHOT intersects a vertical line starting at the point 's' (remember,.ssgIsect intersects a sphere against the scene.The matrix describing the test object's location. Starts at 'root', and the database is transformed by the matrix 'm'īefore the test is evaluated - hence, 'm' is ususally the inverse of These three calls implement various ways to test the database for collisions, Int ssgLOS ( ssgRoot *root, sgVec3 s, sgMat4 m, ssgHit **results ) Int ssgHOT ( ssgRoot *root, sgVec3 s, sgMat4 m, ssgHit **results ) Int ssgIsect ( ssgRoot *root, sgSphere *s, sgMat4 m, ssgHit **results ) That - but they all share the same mechanisms: Objects have collided with it - there are several ways to do Most applications need to test the scenery to see if moving Your application need only call ssgInit(), build a database,Ĭreate a current context and call ssgCullAndDraw using the root node This call deals with the entire process of rendering the database. So, with the class functions described above, it isįairly simple to construct a scene graph.
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