234 Box.Center += translation;
void Translate(const Vector3 &translation)
void Transform(const Matrix3D &tm)
AABoxCollisionTestClass(const AABoxClass &aabox, const Vector3 &move, CastResultStruct *res, int collision_type=COLL_TYPE_0)
bool Cast_To_Triangle(const TriClass &tri)
bool Cull(const Vector3 &min, const Vector3 &max)
void Rotate(ROTATION_TYPE rotation)
static bool Collide(const LineSegClass &line, const AAPlaneClass &plane, CastResultStruct *result)
static OverlapType Overlap_Test(const AAPlaneClass &plane, const Vector3 &point)
CollisionTestClass(CastResultStruct *res, int collision_type)
CastResultStruct * Result
RenderObjClass * CollidedRenderObj
bool Cull(const Vector3 &min, const Vector3 &max)
OBBoxCollisionTestClass(const OBBoxClass &obbox, const Vector3 &move, CastResultStruct *res, int type=COLL_TYPE_0)
bool Cast_To_Triangle(const TriClass &tri)
bool Cull(const Vector3 &min, const Vector3 &max)
RayCollisionTestClass(const LineSegClass &ray, CastResultStruct *res, int collision_type=COLL_TYPE_0, bool check_translucent=false, bool check_hidden=false)
bool Cast_To_Triangle(const TriClass &tri)