<!doctype html public "-//w3c//dtd html 4.0 transitional//en"> <html> <head> <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1"> <title>ColDet - Quick Start</title> </head> <body> <center> <h1> Quickstart:</h1></center> <h3> Model Setup:</h3> For each mesh, create a collision model by using: <pre>CollisionModel3D* model = newCollisionModel3D();</pre> (Shared meshes can use one model) <br>Add all the triangles the mesh has to the model by using: <pre>model->addTriangle(vertex1,vertex2,vertex3);</pre> Call: <pre>model->finalize();</pre> <h3> Collision Test:</h3> Assuming you have two models (m1,m2), either set both of their’s transformation <br>matrices (world matrix) by calling: <pre>m1->setTransform(model1_transformation_matrix);</pre> <pre>m2->setTransform(model2_transformation_matrix);</pre> or set only one of them (in case you’re testing the model against itself, with different <br>transform) Then call: <pre>m1->collision(m2);</pre> The function returns a bool indicating if a collision has occurred. Note that if you test a <br>model against itself with a different transform, you need to supply that transform as an <br>optional parameter. <br> <h3> Collision Test Results:</h3> Use the getCollidingTriangles function to get which triangles have collided. Use the <br>getCollisionPoint function to find the exact collision point. <br> <h3> Other Collision Tests:</h3> You can use the rayCollision and sphereCollision functions to test the model against <br>these primitives. </body> </html>