Import irrlicht 1.8.4 release
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298
source/Irrlicht/CTriangleSelector.cpp
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298
source/Irrlicht/CTriangleSelector.cpp
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// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#include "CTriangleSelector.h"
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#include "ISceneNode.h"
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#include "IMeshBuffer.h"
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#include "IAnimatedMeshSceneNode.h"
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namespace irr
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{
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namespace scene
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{
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//! constructor
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CTriangleSelector::CTriangleSelector(ISceneNode* node)
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: SceneNode(node), AnimatedNode(0), LastMeshFrame(0)
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{
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#ifdef _DEBUG
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setDebugName("CTriangleSelector");
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#endif
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BoundingBox.reset(0.f, 0.f, 0.f);
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}
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//! constructor
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CTriangleSelector::CTriangleSelector(const core::aabbox3d<f32>& box, ISceneNode* node)
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: SceneNode(node), AnimatedNode(0), LastMeshFrame(0)
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{
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#ifdef _DEBUG
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setDebugName("CTriangleSelector");
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#endif
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BoundingBox=box;
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// TODO
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}
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//! constructor
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CTriangleSelector::CTriangleSelector(const IMesh* mesh, ISceneNode* node)
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: SceneNode(node), AnimatedNode(0), LastMeshFrame(0)
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{
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#ifdef _DEBUG
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setDebugName("CTriangleSelector");
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#endif
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createFromMesh(mesh);
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}
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CTriangleSelector::CTriangleSelector(IAnimatedMeshSceneNode* node)
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: SceneNode(node), AnimatedNode(node), LastMeshFrame(0)
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{
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#ifdef _DEBUG
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setDebugName("CTriangleSelector");
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#endif
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if (!AnimatedNode)
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return;
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IAnimatedMesh* animatedMesh = AnimatedNode->getMesh();
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if (!animatedMesh)
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return;
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LastMeshFrame = (u32)AnimatedNode->getFrameNr();
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IMesh* mesh = animatedMesh->getMesh(LastMeshFrame);
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if (mesh)
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createFromMesh(mesh);
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}
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void CTriangleSelector::createFromMesh(const IMesh* mesh)
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{
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const u32 cnt = mesh->getMeshBufferCount();
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u32 totalFaceCount = 0;
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for (u32 j=0; j<cnt; ++j)
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totalFaceCount += mesh->getMeshBuffer(j)->getIndexCount();
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totalFaceCount /= 3;
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Triangles.reallocate(totalFaceCount);
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BoundingBox.reset(0.f, 0.f, 0.f);
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for (u32 i=0; i<cnt; ++i)
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{
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const IMeshBuffer* buf = mesh->getMeshBuffer(i);
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const u32 idxCnt = buf->getIndexCount();
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const u16* const indices = buf->getIndices();
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for (u32 j=0; j<idxCnt; j+=3)
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{
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Triangles.push_back(core::triangle3df(
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buf->getPosition(indices[j+0]),
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buf->getPosition(indices[j+1]),
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buf->getPosition(indices[j+2])));
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const core::triangle3df& tri = Triangles.getLast();
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BoundingBox.addInternalPoint(tri.pointA);
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BoundingBox.addInternalPoint(tri.pointB);
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BoundingBox.addInternalPoint(tri.pointC);
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}
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}
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}
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void CTriangleSelector::updateFromMesh(const IMesh* mesh) const
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{
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if (!mesh)
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return;
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u32 meshBuffers = mesh->getMeshBufferCount();
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u32 triangleCount = 0;
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BoundingBox.reset(0.f, 0.f, 0.f);
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for (u32 i = 0; i < meshBuffers; ++i)
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{
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IMeshBuffer* buf = mesh->getMeshBuffer(i);
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u32 idxCnt = buf->getIndexCount();
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const u16* indices = buf->getIndices();
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for (u32 index = 0; index < idxCnt; index += 3)
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{
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core::triangle3df& tri = Triangles[triangleCount++];
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tri.pointA = buf->getPosition(indices[index + 0]);
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tri.pointB = buf->getPosition(indices[index + 1]);
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tri.pointC = buf->getPosition(indices[index + 2]);
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BoundingBox.addInternalPoint(tri.pointA);
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BoundingBox.addInternalPoint(tri.pointB);
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BoundingBox.addInternalPoint(tri.pointC);
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}
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}
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}
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void CTriangleSelector::update(void) const
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{
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if (!AnimatedNode)
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return; //< harmless no-op
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const u32 currentFrame = (u32)AnimatedNode->getFrameNr();
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if (currentFrame == LastMeshFrame)
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return; //< Nothing to do
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LastMeshFrame = currentFrame;
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IAnimatedMesh * animatedMesh = AnimatedNode->getMesh();
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if (animatedMesh)
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{
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IMesh * mesh = animatedMesh->getMesh(LastMeshFrame);
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if (mesh)
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updateFromMesh(mesh);
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}
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}
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//! Gets all triangles.
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void CTriangleSelector::getTriangles(core::triangle3df* triangles,
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s32 arraySize, s32& outTriangleCount,
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const core::matrix4* transform) const
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{
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// Update my triangles if necessary
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update();
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u32 cnt = Triangles.size();
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if (cnt > (u32)arraySize)
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cnt = (u32)arraySize;
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core::matrix4 mat;
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if (transform)
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mat = *transform;
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if (SceneNode)
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mat *= SceneNode->getAbsoluteTransformation();
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for (u32 i=0; i<cnt; ++i)
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{
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mat.transformVect( triangles[i].pointA, Triangles[i].pointA );
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mat.transformVect( triangles[i].pointB, Triangles[i].pointB );
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mat.transformVect( triangles[i].pointC, Triangles[i].pointC );
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}
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outTriangleCount = cnt;
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}
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//! Gets all triangles which lie within a specific bounding box.
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void CTriangleSelector::getTriangles(core::triangle3df* triangles,
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s32 arraySize, s32& outTriangleCount,
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const core::aabbox3d<f32>& box,
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const core::matrix4* transform) const
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{
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// Update my triangles if necessary
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update();
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core::matrix4 mat(core::matrix4::EM4CONST_NOTHING);
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core::aabbox3df tBox(box);
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if (SceneNode)
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{
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SceneNode->getAbsoluteTransformation().getInverse(mat);
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mat.transformBoxEx(tBox);
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}
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if (transform)
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mat = *transform;
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else
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mat.makeIdentity();
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if (SceneNode)
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mat *= SceneNode->getAbsoluteTransformation();
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outTriangleCount = 0;
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if (!tBox.intersectsWithBox(BoundingBox))
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return;
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s32 triangleCount = 0;
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const u32 cnt = Triangles.size();
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for (u32 i=0; i<cnt; ++i)
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{
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// This isn't an accurate test, but it's fast, and the
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// API contract doesn't guarantee complete accuracy.
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if (Triangles[i].isTotalOutsideBox(tBox))
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continue;
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triangles[triangleCount] = Triangles[i];
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mat.transformVect(triangles[triangleCount].pointA);
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mat.transformVect(triangles[triangleCount].pointB);
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mat.transformVect(triangles[triangleCount].pointC);
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++triangleCount;
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if (triangleCount == arraySize)
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break;
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}
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outTriangleCount = triangleCount;
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}
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//! Gets all triangles which have or may have contact with a 3d line.
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void CTriangleSelector::getTriangles(core::triangle3df* triangles,
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s32 arraySize, s32& outTriangleCount,
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const core::line3d<f32>& line,
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const core::matrix4* transform) const
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{
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// Update my triangles if necessary
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update();
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core::aabbox3d<f32> box(line.start);
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box.addInternalPoint(line.end);
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// TODO: Could be optimized for line a little bit more.
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getTriangles(triangles, arraySize, outTriangleCount,
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box, transform);
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}
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//! Returns amount of all available triangles in this selector
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s32 CTriangleSelector::getTriangleCount() const
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{
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return Triangles.size();
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}
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/* Get the number of TriangleSelectors that are part of this one.
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Only useful for MetaTriangleSelector others return 1
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*/
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u32 CTriangleSelector::getSelectorCount() const
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{
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return 1;
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}
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/* Get the TriangleSelector based on index based on getSelectorCount.
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Only useful for MetaTriangleSelector others return 'this' or 0
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*/
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ITriangleSelector* CTriangleSelector::getSelector(u32 index)
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{
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if (index)
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return 0;
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else
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return this;
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}
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/* Get the TriangleSelector based on index based on getSelectorCount.
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Only useful for MetaTriangleSelector others return 'this' or 0
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*/
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const ITriangleSelector* CTriangleSelector::getSelector(u32 index) const
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{
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if (index)
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return 0;
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else
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return this;
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}
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} // end namespace scene
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} // end namespace irr
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