Ray to BSP geometry hittest
Ideal to build FPS game, where weapons need to check a hit, in order to animate a missile etc...
lastHittedMeshName:String
[read-only]
if a dynamic mesh was added to tree with a name, on hit test you might want retrieve its name
and compare with your saved names list.
Works only after getUVIntersectPosition method has been used.
Implementation
public function get lastHittedMeshName():String
public function BSPHitTest(bspTree:BSPTree)
Parameters
Init Parameters
public function getIntersectPosition(start:Number3D, end:Number3D):Number3D
Finds the closest intersection along a segment with the BSP planes
Parameters
| start:Number3D — The starting position (camera position for instance)
|
|
| end:Number3D — The position (the camera position for instance)
|
Returns
| Number3D —
A Number3D of the intersection. Null if no hit.
|
public function getUVIntersectPosition(start:Number3D, end:Number3D):Array
Finds the uv's and the map of the face found at the closest intersection, the closest intersection along a segment with the BSP planes
Parameters
| start:Number3D — The starting position (camera position for instance)
|
|
| end:Number3D — The position (the camera position for instance)
|
Returns
| Array — An Array or null
array = [intersection, uv, bitmapdata]
[Number3D, the intersection in space,
UV of the intersection. Null if no hit or nodeleaf is empty,
the bitmapData assigned to the face. Null if there's not]
|