Castle Game Engine: CastleShapeOctree: Class TShapeOctreeNode

# Class TShapeOctreeNode
Description | Hierarchy | Fields | Methods | Properties
## Unit CastleShapeOctree ## Declaration `type TShapeOctreeNode = class(TBaseTrianglesOctreeNode)` ## Description no description available, TBaseTrianglesOctreeNode description follows no description available, TOctreeNode description follows Octree node. Leaf nodes store a list of indexes in ItemsIndices array. These are usuallly indexes to some array of items on TOctree. For the sake of this unit they are just some integers that uniquely describe items that you want to keep in octree leafs. The base abstract `TOctreeNode` class doesn't clarify what kind of items are actually kept. Not leaf (internal) nodes have 8 children nodes in TreeSubNodes. Each TOctreeNode also has some essential properties like Box, MiddlePoint and ParentTree. ## Hierarchy TObject TOctreeNode TBaseTrianglesOctreeNode TShapeOctreeNode ## Overview ### Fields
| `LastVisitedFrameId: Cardinal;`
| `Visible: boolean;`
### Methods
| `function ParentTree: TShapeOctree;`
| `function ParentNode: TShapeOctreeNode;`
| `function SphereCollision(const pos: TVector3Single; const Radius: Single; const TriangleToIgnore: PTriangle; const TrianglesToIgnoreFunc: T3DTriangleIgnoreFunc): PTriangle; override;`
| `function IsSphereCollision(const pos: TVector3Single; const Radius: Single; const TriangleToIgnore: PTriangle; const TrianglesToIgnoreFunc: T3DTriangleIgnoreFunc): boolean; override;`
| `function BoxCollision(const ABox: TBox3D; const TriangleToIgnore: PTriangle; const TrianglesToIgnoreFunc: T3DTriangleIgnoreFunc): PTriangle; override;`
| `function IsBoxCollision(const ABox: TBox3D; const TriangleToIgnore: PTriangle; const TrianglesToIgnoreFunc: T3DTriangleIgnoreFunc): boolean; override;`
| `function SegmentCollision( out Intersection: TVector3Single; out IntersectionDistance: Single; const Pos1, Pos2: TVector3Single; const Tag: TMailboxTag; const ReturnClosestIntersection: boolean; const TriangleToIgnore: PTriangle; const IgnoreMarginAtStart: boolean; const TrianglesToIgnoreFunc: T3DTriangleIgnoreFunc): PTriangle; override;`
| `function IsSegmentCollision( const Pos1, Pos2: TVector3Single; const Tag: TMailboxTag; const TriangleToIgnore: PTriangle; const IgnoreMarginAtStart: boolean; const TrianglesToIgnoreFunc: T3DTriangleIgnoreFunc): boolean; override;`
| `function RayCollision( out Intersection: TVector3Single; out IntersectionDistance: Single; const RayOrigin, RayDirection: TVector3Single; const Tag: TMailboxTag; const ReturnClosestIntersection: boolean; const TriangleToIgnore: PTriangle; const IgnoreMarginAtStart: boolean; const TrianglesToIgnoreFunc: T3DTriangleIgnoreFunc): PTriangle; override;`
| `function IsRayCollision( const RayOrigin, RayDirection: TVector3Single; const Tag: TMailboxTag; const TriangleToIgnore: PTriangle; const IgnoreMarginAtStart: boolean; const TrianglesToIgnoreFunc: T3DTriangleIgnoreFunc): boolean; override;`
## Description ### Fields
| `LastVisitedFrameId: Cardinal;`
For Hierarchical Occlusion Culling
| `Visible: boolean;`
### Methods
| `function ParentTree: TShapeOctree;`
| `function ParentNode: TShapeOctreeNode;`
| `function SphereCollision(const pos: TVector3Single; const Radius: Single; const TriangleToIgnore: PTriangle; const TrianglesToIgnoreFunc: T3DTriangleIgnoreFunc): PTriangle; override;`
| `function IsSphereCollision(const pos: TVector3Single; const Radius: Single; const TriangleToIgnore: PTriangle; const TrianglesToIgnoreFunc: T3DTriangleIgnoreFunc): boolean; override;`
| `function BoxCollision(const ABox: TBox3D; const TriangleToIgnore: PTriangle; const TrianglesToIgnoreFunc: T3DTriangleIgnoreFunc): PTriangle; override;`
| `function IsBoxCollision(const ABox: TBox3D; const TriangleToIgnore: PTriangle; const TrianglesToIgnoreFunc: T3DTriangleIgnoreFunc): boolean; override;`
| `function SegmentCollision( out Intersection: TVector3Single; out IntersectionDistance: Single; const Pos1, Pos2: TVector3Single; const Tag: TMailboxTag; const ReturnClosestIntersection: boolean; const TriangleToIgnore: PTriangle; const IgnoreMarginAtStart: boolean; const TrianglesToIgnoreFunc: T3DTriangleIgnoreFunc): PTriangle; override;`
| `function IsSegmentCollision( const Pos1, Pos2: TVector3Single; const Tag: TMailboxTag; const TriangleToIgnore: PTriangle; const IgnoreMarginAtStart: boolean; const TrianglesToIgnoreFunc: T3DTriangleIgnoreFunc): boolean; override;`
| `function RayCollision( out Intersection: TVector3Single; out IntersectionDistance: Single; const RayOrigin, RayDirection: TVector3Single; const Tag: TMailboxTag; const ReturnClosestIntersection: boolean; const TriangleToIgnore: PTriangle; const IgnoreMarginAtStart: boolean; const TrianglesToIgnoreFunc: T3DTriangleIgnoreFunc): PTriangle; override;`
| `function IsRayCollision( const RayOrigin, RayDirection: TVector3Single; const Tag: TMailboxTag; const TriangleToIgnore: PTriangle; const IgnoreMarginAtStart: boolean; const TrianglesToIgnoreFunc: T3DTriangleIgnoreFunc): boolean; override;`
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