// All intersections in this example are done with a ray cast out from the camera to
// a distance of 1000. You can easily modify this to check (e.g.) a bullet
// trajectory or a sword's position, or create a ray from a mouse click position using
// ISceneCollisionManager::getRayFromScreenCoordinates()
core::line3d<f32> ray;
ray.start = camera->getPosition();
ray.end = ray.start + (camera->getTarget() - ray.start).normalize() * 1000.0f;
// Tracks the current intersection point with the level or a mesh
core::vector3df intersection;
// Used to show with triangle has been hit
core::triangle3df hitTriangle;
// This call is all you need to perform ray/triangle collision on every scene node
// that has a triangle selector, including the Quake level mesh. It finds the nearest
// collision point/triangle, and returns the scene node containing that point.
// Irrlicht provides other types of selection, including ray/triangle selector,
// ray/box and ellipse/triangle selector, plus associated helpers.
// See the methods of ISceneCollisionManager
scene::ISceneNode * selectedSceneNode =
collMan->getSceneNodeAndCollisionPointFromRay(
ray,
intersection, // This will be the position of the collision
hitTriangle, // This will be the triangle hit in the collision
IDFlag_IsPickable, // This ensures that only nodes that we have
// set up to be pickable are considered
0); // Check the entire scene (this is actually the implicit default)
// If the ray hit anything, move the billboard to the collision position
// and draw the triangle that was hit.
if(selectedSceneNode)
{................