Torque2D Reference
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SpriteBatchQuery Class Reference

#include <SpriteBatchQuery.h>

Inheritance diagram for SpriteBatchQuery:

Public Member Functions

 SpriteBatchQuery (SpriteBatch *pSpriteBatch)
virtual ~SpriteBatchQuery ()
S32 add (SpriteBatchItem *pSpriteBatchItem)
 Standard scope.
void remove (SpriteBatchItem *pSpriteBatchItem)
bool update (SpriteBatchItem *pSpriteBatchItem, const b2AABB &aabb, const b2Vec2 &displacement)
U32 queryArea (const b2AABB &aabb, const bool targetOOBB)
U32 queryOOBB (const b2AABB &aabb, b2PolygonShape &oobb, const bool targetOOBB)
U32 queryRay (const Vector2 &point1, const Vector2 &point2, const bool targetOOBB)
U32 queryPoint (const Vector2 &point, const bool targetOOBB)
void clearQuery (void)
 Results.
typeSpriteBatchQueryResultVector & getQueryResults (void)
U32 getQueryResultsCount (void) const
bool getIsRaycastQueryResult (void) const
void sortRaycastQueryResult (void)
virtual bool ReportFixture (b2Fixture *fixture)
 Unused result callbacks.
virtual F32 ReportFixture (b2Fixture *fixture, const b2Vec2 &point, const b2Vec2 &normal, F32 fraction)
bool QueryCallback (S32 proxyId)
 Callbacks.
F32 RayCastCallback (const b2RayCastInput &input, S32 proxyId)

Detailed Description


Constructor & Destructor Documentation

◆ SpriteBatchQuery()

SpriteBatchQuery ( SpriteBatch * pSpriteBatch)

◆ ~SpriteBatchQuery()

virtual ~SpriteBatchQuery ( )
inlinevirtual

Member Function Documentation

◆ add()

S32 add ( SpriteBatchItem * pSpriteBatchItem)

Standard scope.

◆ clearQuery()

void clearQuery ( void )

Results.

◆ getIsRaycastQueryResult()

bool getIsRaycastQueryResult ( void ) const
inline

◆ getQueryResults()

typeSpriteBatchQueryResultVector & getQueryResults ( void )
inline

◆ getQueryResultsCount()

U32 getQueryResultsCount ( void ) const
inline

◆ queryArea()

U32 queryArea ( const b2AABB & aabb,
const bool targetOOBB )

◆ QueryCallback()

bool QueryCallback ( S32 proxyId)

Callbacks.

◆ queryOOBB()

U32 queryOOBB ( const b2AABB & aabb,
b2PolygonShape & oobb,
const bool targetOOBB )

◆ queryPoint()

U32 queryPoint ( const Vector2 & point,
const bool targetOOBB )

◆ queryRay()

U32 queryRay ( const Vector2 & point1,
const Vector2 & point2,
const bool targetOOBB )

◆ RayCastCallback()

F32 RayCastCallback ( const b2RayCastInput & input,
S32 proxyId )

◆ remove()

void remove ( SpriteBatchItem * pSpriteBatchItem)

◆ ReportFixture() [1/2]

virtual bool ReportFixture ( b2Fixture * fixture)
inlinevirtual

Unused result callbacks.

◆ ReportFixture() [2/2]

virtual F32 ReportFixture ( b2Fixture * fixture,
const b2Vec2 & point,
const b2Vec2 & normal,
F32 fraction )
inlinevirtual

◆ sortRaycastQueryResult()

void sortRaycastQueryResult ( void )

◆ update()

bool update ( SpriteBatchItem * pSpriteBatchItem,
const b2AABB & aabb,
const b2Vec2 & displacement )

The documentation for this class was generated from the following files: