In file include/csgame/gbeing.h:

## class geCollider : public csCollider

> geCollider takes care of game specfic collision detection

## Inheritance:

### Public Methods

virtual int CollisionDetect(gePhysicalObject*& pOther)
  Collide cd with all objects in the sector.
virtual void Explode()
  removes the bullet and replaces it by an explosion
virtual int FindFirstCollision(csVector3 MoveVector, float MaxMoveDistance, csVector3& Moved, gePhysicalObject*& pOther)
  Try to move the collider for a certain distance
geCollider(geWorld* pWorld, csPolygonSet *p)
  The transformation which decsribes the objects current position and orienatation
virtual void OnCollision(gePhysicalObject* pOther)
  Is called, if a contained object is having a collision with another object

### Public

  Initialize CD data for all sectors in the world.
  Free any memory held by CD system.
  Create a player bounding box.
  The sector in which the being currently resides.

### Private Methods

virtual int CollisionDetect(csTransform* pTransform, csSector* pSector, gePhysicalObject*& pOther)
  used internally be geCollider, to do the real work.
int FindSectors( csVector3 v, csVector3 d, csSector *s, csSector **sa )
  Find all sector which are near enough to intersect with this being.

### Inherited from csCollider:

### Public Fields

int _cd_state
CD_model* _rm
static int boxesTested
static bool firstHit
static float minBBoxDiam
static csMatrix3 mR
static int numHits
static int testLevel
static int trianglesTested

### Public Methods

void Activate(bool on)
int AddTriangle(int id, const csVector3 &p1, const csVector3 &p2, const csVector3 &p3)
CD_model(int n_triangles)
static int CollidePair(csCollider *c1, csCollider *c2, csTransform *t1 =0, csTransform *t2 = 0)
static int CollideRecursive(BBox *b1, BBox *b2, csMatrix3 R, csVector3 T)
static void CollideReset()
void DestroyBbox()
csCollider* FindCollision(CDTriangle **tr1 = 0, CDTriangle **tr2 = 0)
BBox* GetBbox(void)
const char* GetName()
static int Report(csCollider **id1, csCollider **id2)

## Documentation

> geCollider takes care of game specfic collision detection. It will only handle a single Frame of a Sprite. If you need multiple Frames, you will need multiple Instances of geCollider

`virtual void OnCollision(gePhysicalObject* pOther)`
  Is called, if a contained object is having a collision with another object

`virtual void Explode()`
  removes the bullet and replaces it by an explosion

``
  The sector in which the being currently resides.

`geCollider(geWorld* pWorld, csPolygonSet *p)`
  The transformation which decsribes the objects current position and orienatation

``
  Create a player bounding box.

``
  Initialize CD data for all sectors in the world.

``
  Free any memory held by CD system.

`virtual int FindFirstCollision(csVector3 MoveVector, float MaxMoveDistance, csVector3& Moved, gePhysicalObject*& pOther)`
  Try to move the collider for a certain distance. Will move the collider only in steps less or equal to MaxMoveDistance. When the collision is found, the Collider will be moved with a binary search to the last Position, that has no collision (The binary search will use 10 interation, which means, that the accuracy of position afterwards will be better than 0.001*MaxMoveDistance) Par: MoveVector: gives the amount of distance to move the collider. MaxMoveDistance: Maximum Distance to move in one step should be significantly smaller than the size of the object, to avoid missing some collision. Moved: The Distance that was really moved. pOther: returns a pointer to the involved collision partner, if it has some game object attached to it. returns: 0 if ther was no collision, nonzero, if there was one.

`virtual int CollisionDetect(gePhysicalObject*& pOther)`
  Collide cd with all objects in the sector.

`virtual int CollisionDetect(csTransform* pTransform, csSector* pSector, gePhysicalObject*& pOther)`
  used internally be geCollider, to do the real work.

`int FindSectors( csVector3 v, csVector3 d, csSector *s, csSector **sa )`
  Find all sector which are near enough to intersect with this being.

This class has no child classes.

alphabetic index hierarchy of classes

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(c)opyright by Malte Zöckler, Roland Wunderling
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