git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6404 dfc29bdd-3216-0410-991c-e03cc46cb475
		
			
				
	
	
		
			196 lines
		
	
	
		
			8.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			196 lines
		
	
	
		
			8.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // 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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| 
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| #ifndef IRR_I_TRIANGLE_SELECTOR_H_INCLUDED
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| #define IRR_I_TRIANGLE_SELECTOR_H_INCLUDED
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| 
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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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| 
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| namespace irr
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| {
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| namespace scene
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| {
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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| 	//! Real selector which contained those triangles (useful when working with MetaTriangleSelector)
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| 	const ITriangleSelector* Selector;
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| 
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| 	//! SceneNode from which the triangles are from
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| 	ISceneNode* SceneNode;
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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| } // end namespace scene
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| } // end namespace irr
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| 
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| #endif
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