au3Irr2 Function Reference
_IrrGetCollisionGroupFromComplexMeshCreates an optimized triangle selection group from a large complex mesh like a map.
#Include <au3Irrlicht2.au3>
_IrrGetCollisionGroupFromComplexMesh($h_Mesh, $h_Node, $i_Frame = 0)
Parameters
$h_Mesh | Handle of mesh the node was created from. |
$h_Node | Handle of the node to create a selector from. |
$i_Frame | [optional] Number of mesh frame to use. |
Return Value
success: Handle to a selector objectfailure: False
Remarks
The returned triangle selection group can then be used in collision functions to collide objects against this node.
Related
_IrrGetCollisionGroupFromMesh, _IrrGetCollisionGroupFromBox, _IrrGetCollisionGroupFromTerrain, _IrrRemoveCollisionGroup, _IrrCreateCombinedCollisionGroup
Example
#include "au3Irrlicht2.au3"
_IrrStart()
_IrrAddZipFile( "./media/map-20kdm2.pk3", $IRR_IGNORE_CASE, $IRR_IGNORE_PATHS )
$meshBSP = _IrrGetMesh( "20kdm2.bsp" )
local $nodeBSP = _IrrAddMeshToSceneAsOcttree( $meshBSP )
local $nodeCamera = _IrrAddFPSCamera()
_IrrSetNodePosition( $nodeCamera, 1750, 149, 1369 )
local $selectorMap = _IrrGetCollisionGroupFromComplexMesh( $meshBSP, $nodeBSP )
local $animator = _IrrAddCollisionAnimator($selectorMap, $nodeCamera, _
30.0,30.0,30.0, 0.0,-9.8,0.0, 0.0,50.0,0.0 )
WHILE _IrrRunning()
_IrrBeginScene(50, 50, 50)
_IrrDrawScene()
_IrrEndScene()
WEND
_IrrStop()