Avoid warning and make local variable lower-case.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6000 dfc29bdd-3216-0410-991c-e03cc46cb475
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include/ITriangleSelector.h
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195
include/ITriangleSelector.h
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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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#ifndef __I_TRIANGLE_SELECTOR_H_INCLUDED__
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#define __I_TRIANGLE_SELECTOR_H_INCLUDED__
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#include "IReferenceCounted.h"
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#include "triangle3d.h"
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#include "aabbox3d.h"
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#include "matrix4.h"
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#include "line3d.h"
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#include "irrArray.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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class ISceneNode;
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class ITriangleSelector;
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class IMeshBuffer;
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//! Additional information about the triangle arrays returned by ITriangleSelector::getTriangles
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/** ITriangleSelector are free to fill out this information fully, partly or ignore it.
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Usually they will try to fill it when they can and set values to 0 otherwise.
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*/
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struct SCollisionTriangleRange
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{
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SCollisionTriangleRange()
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: RangeStart(0), RangeSize(0)
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, Selector(0), SceneNode(0)
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, MeshBuffer(0), MaterialIndex(0)
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{}
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//! Check if this triangle index inside the range
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/**
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\param triangleIndex Index to an element inside the array of triangles returned by ITriangleSelector::getTriangles
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*/
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bool isIndexInRange(irr::u32 triangleIndex) const
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{
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return triangleIndex >= RangeStart && triangleIndex < RangeStart+RangeSize;
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}
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//! First index in the returned triangle array for which this struct is valid
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irr::u32 RangeStart;
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//! Number of elements in the returned triangle array for which this struct is valid (starting with RangeStart)
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irr::u32 RangeSize;
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//! Real selector which contained those triangles (useful when working with MetaTriangleSelector)
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ITriangleSelector* Selector;
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//! SceneNode from which the triangles are from
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ISceneNode* SceneNode;
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//! Meshbuffer from which the triangles are from
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//! Is 0 when the ITriangleSelector doesn't support meshbuffer selection
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const IMeshBuffer* MeshBuffer;
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//! Index of selected material in the SceneNode. Usually only valid when MeshBuffer is also set, otherwise always 0
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irr::u32 MaterialIndex;
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};
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//! Interface to return triangles with specific properties.
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/** Every ISceneNode may have a triangle selector, available with
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ISceneNode::getTriangleSelector() or ISceneManager::createTriangleSelector.
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This is used for doing collision detection: For example if you know, that a
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collision may have happened in the area between (1,1,1) and (10,10,10), you
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can get all triangles of the scene node in this area with the
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ITriangleSelector easily and check every triangle if it collided. */
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class ITriangleSelector : public virtual IReferenceCounted
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{
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public:
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//! Get amount of all available triangles in this selector
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virtual s32 getTriangleCount() const = 0;
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//! Gets the triangles for one associated node.
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/**
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This returns all triangles for one scene node associated with this
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selector. If there is more than one scene node associated (e.g. for
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an IMetaTriangleSelector) this this function may be called multiple
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times to retrieve all triangles.
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\param triangles Array where the resulting triangles will be
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written to.
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\param arraySize Size of the target array.
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\param outTriangleCount: Amount of triangles which have been written
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into the array.
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\param transform Pointer to matrix for transforming the triangles
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before they are returned. Useful for example to scale all triangles
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down into an ellipsoid space.
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\param useNodeTransform When the selector has a node then transform the
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triangles by that node's transformation matrix.
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\param outTriangleInfo When a pointer to an array is passed then that
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array is filled with additional information about the returned triangles.
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One element of SCollisionTriangleRange added for each range of triangles which
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has distinguishable information. For example one range per meshbuffer.
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*/
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virtual void getTriangles(core::triangle3df* triangles, s32 arraySize,
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s32& outTriangleCount, const core::matrix4* transform=0,
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bool useNodeTransform=true,
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irr::core::array<SCollisionTriangleRange>* outTriangleInfo=0) const = 0;
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//! Gets the triangles for one associated node which may lie within a specific bounding box.
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/**
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This returns all triangles for one scene node associated with this
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selector. If there is more than one scene node associated (e.g. for
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an IMetaTriangleSelector) this this function may be called multiple
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times to retrieve all triangles.
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This method will return at least the triangles that intersect the box,
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but may return other triangles as well.
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\param triangles Array where the resulting triangles will be written
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to.
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\param arraySize Size of the target array.
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\param outTriangleCount Amount of triangles which have been written
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into the array.
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\param box Only triangles which are in this axis aligned bounding box
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will be written into the array.
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\param transform Pointer to matrix for transforming the triangles
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before they are returned. Useful for example to scale all triangles
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down into an ellipsoid space.
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\param useNodeTransform When the selector has a node then transform the
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triangles by that node's transformation matrix.
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\param outTriangleInfo When a pointer to an array is passed then that
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array is filled with additional information about the returned triangles.
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One element of SCollisionTriangleRange added for each range of triangles which
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has distinguishable information. For example one range per meshbuffer. */
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virtual void getTriangles(core::triangle3df* triangles, s32 arraySize,
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s32& outTriangleCount, const core::aabbox3d<f32>& box,
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const core::matrix4* transform=0, bool useNodeTransform=true,
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irr::core::array<SCollisionTriangleRange>* outTriangleInfo=0) const = 0;
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//! Gets the triangles for one associated node which have or may have contact with a 3d line.
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/**
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This returns all triangles for one scene node associated with this
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selector. If there is more than one scene node associated (e.g. for
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an IMetaTriangleSelector) this this function may be called multiple
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times to retrieve all triangles.
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Please note that unoptimized triangle selectors also may return
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triangles which are not in contact at all with the 3d line.
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\param triangles Array where the resulting triangles will be written
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to.
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\param arraySize Size of the target array.
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\param outTriangleCount Amount of triangles which have been written
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into the array.
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\param line Only triangles which may be in contact with this 3d line
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will be written into the array.
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\param transform Pointer to matrix for transforming the triangles
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before they are returned. Useful for example to scale all triangles
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down into an ellipsoid space.
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\param useNodeTransform When the selector has a node then transform the
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triangles by that node's transformation matrix.
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\param outTriangleInfo When a pointer to an array is passed then that
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array is filled with additional information about the returned triangles.
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One element of SCollisionTriangleRange added for each range of triangles which
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has distinguishable information. For example one range per meshbuffer. */
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virtual void getTriangles(core::triangle3df* triangles, s32 arraySize,
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s32& outTriangleCount, const core::line3d<f32>& line,
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const core::matrix4* transform=0, bool useNodeTransform=true,
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irr::core::array<SCollisionTriangleRange>* outTriangleInfo=0) const = 0;
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//! Get 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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virtual u32 getSelectorCount() const = 0;
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//! Get 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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virtual ITriangleSelector* getSelector(u32 index) = 0;
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//! Get 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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virtual const ITriangleSelector* getSelector(u32 index) const = 0;
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//! Get scene node associated with a given triangle.
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/** With CMetaTriangleSelector-selectors it's possible to find out a node
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belonging to a certain triangle index.
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NOTE: triangleIndex has nothing to do with the order of triangles returned by getTriangles functions!
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So you can _not_ use this function to find out anything about to which node returned triangles belong.
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Use STriangleCollisionInfo struct for that.
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\param triangleIndex: the index of the triangle for which you want to find.
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\return The scene node associated with that triangle.
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*/
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virtual ISceneNode* getSceneNodeForTriangle(u32 triangleIndex) const = 0;
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};
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} // end namespace scene
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} // end namespace irr
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#endif
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