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:Vector3D, end:Vector3D):Vector3D
Finds the closest intersection along a segment with the BSP planes
Parameters
| start:Vector3D — The starting position (camera position for instance)
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| end:Vector3D — The position (the camera position for instance)
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Returns
| Vector3D — A Vector3D of the intersection. Null if no hit.
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public function getUVIntersectPosition(start:Vector3D, end:Vector3D):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:Vector3D — The starting position (camera position for instance)
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| end:Vector3D — The position (the camera position for instance)
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Returns
| Array — An Array or null
array = [intersection, uv, bitmapdata]
[Vector3D, 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]
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