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<title>Irrlicht Engine: irr::scene::ICollisionCallback Class Reference</title>
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  <div class="navpath"><a class="el" href="namespaceirr.html">irr</a>::<a class="el" href="namespaceirr_1_1scene.html">scene</a>::<a class="el" href="classirr_1_1scene_1_1_i_collision_callback.html">ICollisionCallback</a>
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<h1>irr::scene::ICollisionCallback Class Reference</h1><!-- doxytag: class="irr::scene::ICollisionCallback" --><!-- doxytag: inherits="irr::IReferenceCounted" -->Callback interface for catching events of collisions.  
<a href="#_details">More...</a>
<p>
<code>#include &lt;<a class="el" href="_i_scene_node_animator_collision_response_8h-source.html">ISceneNodeAnimatorCollisionResponse.h</a>&gt;</code>
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Inheritance diagram for irr::scene::ICollisionCallback:</div>
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<p><center><img src="classirr_1_1scene_1_1_i_collision_callback.png" usemap="#irr::scene::ICollisionCallback_map" border="0" alt=""></center>
<map name="irr::scene::ICollisionCallback_map">
<area href="classirr_1_1_i_reference_counted.html" alt="irr::IReferenceCounted" shape="rect" coords="0,0,171,24">
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<a href="classirr_1_1scene_1_1_i_collision_callback-members.html">List of all members.</a><table border="0" cellpadding="0" cellspacing="0">
<tr><td></td></tr>
<tr><td colspan="2"><br><h2>Public Member Functions</h2></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual bool&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_collision_callback.html#35791df17defc6fd301dccef1cae596a">onCollision</a> (const <a class="el" href="classirr_1_1scene_1_1_i_scene_node_animator_collision_response.html">ISceneNodeAnimatorCollisionResponse</a> &amp;animator)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Will be called when a collision occurrs.  <a href="#35791df17defc6fd301dccef1cae596a"></a><br></td></tr>
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<hr><a name="_details"></a><h2>Detailed Description</h2>
Callback interface for catching events of collisions. 
<p>
Implement this interface and use <a class="el" href="classirr_1_1scene_1_1_i_scene_node_animator_collision_response.html#2b97f977b446200c5dd22230aec5d275" title="Sets a callback interface which will be called if a collision occurs.">ISceneNodeAnimatorCollisionResponse::setCollisionCallback</a> to be able to be notified if a collision has occurred. 
<p>Definition at line <a class="el" href="_i_scene_node_animator_collision_response_8h-source.html#l00022">22</a> of file <a class="el" href="_i_scene_node_animator_collision_response_8h-source.html">ISceneNodeAnimatorCollisionResponse.h</a>.</p>
<hr><h2>Member Function Documentation</h2>
<a class="anchor" name="35791df17defc6fd301dccef1cae596a"></a><!-- doxytag: member="irr::scene::ICollisionCallback::onCollision" ref="35791df17defc6fd301dccef1cae596a" args="(const ISceneNodeAnimatorCollisionResponse &amp;animator)=0" -->
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          <td class="memname">virtual bool irr::scene::ICollisionCallback::onCollision           </td>
          <td>(</td>
          <td class="paramtype">const <a class="el" href="classirr_1_1scene_1_1_i_scene_node_animator_collision_response.html">ISceneNodeAnimatorCollisionResponse</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>animator</em>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td><code> [pure virtual]</code></td>
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<p>
Will be called when a collision occurrs. 
<p>
See <a class="el" href="classirr_1_1scene_1_1_i_scene_node_animator_collision_response.html#2b97f977b446200c5dd22230aec5d275" title="Sets a callback interface which will be called if a collision occurs.">ISceneNodeAnimatorCollisionResponse::setCollisionCallback</a> for more information. <dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>animator,:</em>&nbsp;</td><td>Collision response animator in which the collision occurred. You can call this animator's methods to find the node, collisionPoint and/or collision triangle. </td></tr>
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</dl>
<dl compact><dt><b>Return values:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>true</em>&nbsp;</td><td>if the collision was handled in the animator. The animator's target node will *not* be stopped at the collision point, but will instead move fully to the location that triggered the collision check. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>false</em>&nbsp;</td><td>if the collision was not handled in the animator. The animator's target node will be moved to the collision position. </td></tr>
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<hr>The documentation for this class was generated from the following file:<ul>
<li><a class="el" href="_i_scene_node_animator_collision_response_8h-source.html">ISceneNodeAnimatorCollisionResponse.h</a></ul>
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