26template<
class T,
class BoundsFunc = BoundsTrait<T> >
29 template<
class RayCallback>
43 if (
const T* obj =
objects[idx])
53 if (
const T* obj =
objects[idx])
100 template<
typename RayCallback>
101 void intersectRay(
const G3D::Ray& ray, RayCallback& intersectCallback,
float& maxDist)
108 template<
typename IsectCallback>
G3D::Table< const T *, uint32 > m_obj2Idx
G3D::Array< const T * > ObjArray
void insert(const T &obj)
G3D::Set< const T * > m_objects_to_push
void remove(const T &obj)
void intersectRay(const G3D::Ray &ray, RayCallback &intersectCallback, float &maxDist)
void intersectPoint(const G3D::Vector3 &point, IsectCallback &intersectCallback)
void build(PrimArray const &primitives, BoundsFunc &getBounds, uint32 leafSize=3, bool printStats=false)
void intersectPoint(const G3D::Vector3 &p, IsectCallback &intersectCallback) const
void intersectRay(const G3D::Ray &r, RayCallback &intersectCallback, float &maxDist, bool stopAtFirst=false) const
MDLCallback(RayCallback &callback, const T *const *objects_array, uint32 objects_size)
bool operator()(const G3D::Ray &ray, uint32 idx, float &maxDist, bool)
Intersect ray.