irrlicht/source/Irrlicht/CTriangleSelector.h

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// Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef IRR_C_TRIANGLE_SELECTOR_H_INCLUDED
#define IRR_C_TRIANGLE_SELECTOR_H_INCLUDED
#include "ITriangleSelector.h"
#include "IMesh.h"
#include "irrArray.h"
#include "aabbox3d.h"
namespace irr
{
namespace scene
{
class ISceneNode;
class IAnimatedMeshSceneNode;
//! Stupid triangle selector without optimization
class CTriangleSelector : public ITriangleSelector
{
public:
//! Constructs a selector based on a mesh
CTriangleSelector(ISceneNode* node);
//! Constructs a selector based on a mesh
CTriangleSelector(const IMesh* mesh, ISceneNode* node, bool separateMeshbuffers);
//! Constructs a selector based on a meshbuffer
CTriangleSelector(const IMeshBuffer* meshBuffer, irr::u32 materialIndex, ISceneNode* node);
//! Constructs a selector based on an animated mesh scene node
//!\param node An animated mesh scene node, which must have a valid mesh
CTriangleSelector(IAnimatedMeshSceneNode* node, bool separateMeshbuffers);
//! Constructs a selector based on a bounding box
CTriangleSelector(const core::aabbox3d<f32>& box, ISceneNode* node);
//! Gets all triangles.
virtual void getTriangles(core::triangle3df* triangles, s32 arraySize, s32& outTriangleCount,
const core::matrix4* transform, bool useNodeTransform,
irr::core::array<SCollisionTriangleRange>* outTriangleInfo) const IRR_OVERRIDE;
//! Gets all triangles which lie within a specific bounding box.
virtual void getTriangles(core::triangle3df* triangles, s32 arraySize, s32& outTriangleCount,
const core::aabbox3d<f32>& box, const core::matrix4* transform, bool useNodeTransform,
irr::core::array<SCollisionTriangleRange>* outTriangleInfo) const IRR_OVERRIDE;
//! Gets all triangles which have or may have contact with a 3d line.
virtual void getTriangles(core::triangle3df* triangles, s32 arraySize,
s32& outTriangleCount, const core::line3d<f32>& line,
const core::matrix4* transform, bool useNodeTransform,
irr::core::array<SCollisionTriangleRange>* outTriangleInfo) const IRR_OVERRIDE;
//! Returns amount of all available triangles in this selector
virtual s32 getTriangleCount() const IRR_OVERRIDE;
//! Return the scene node associated with a given triangle.
virtual ISceneNode* getSceneNodeForTriangle(u32 triangleIndex) const IRR_OVERRIDE { return SceneNode; }
// Get the number of TriangleSelectors that are part of this one
virtual u32 getSelectorCount() const IRR_OVERRIDE;
// Get the TriangleSelector based on index based on getSelectorCount
virtual ITriangleSelector* getSelector(u32 index) IRR_OVERRIDE;
// Get the TriangleSelector based on index based on getSelectorCount
virtual const ITriangleSelector* getSelector(u32 index) const IRR_OVERRIDE;
protected:
//! Create from a mesh
virtual void createFromMesh(const IMesh* mesh, bool createBufferRanges);
//! Create from a meshbuffer
virtual void createFromMeshBuffer(const IMeshBuffer* meshBuffer);
//! Update when the mesh has changed
virtual void updateFromMesh(const IMesh* mesh) const;
//! Update when the meshbuffer has changed
virtual void updateFromMeshBuffer(const IMeshBuffer* meshBuffer) const;
//! Update bounding box from triangles
void updateBoundingBox() const;
//! Update the triangle selector, which will only have an effect if it
//! was built from an animated mesh and that mesh's frame has changed
//! since the last time it was updated.
virtual void update(void) const;
irr::core::array<SCollisionTriangleRange> BufferRanges;
ISceneNode* SceneNode;
mutable core::array<core::triangle3df> Triangles; // (mutable for CTriangleBBSelector)
mutable core::aabbox3df BoundingBox; // Allows for trivial rejection
const IMeshBuffer* MeshBuffer; // non-zero when the selector is for a single meshbuffer
irr::u32 MaterialIndex; // Only set when MeshBuffer is non-zero
IAnimatedMeshSceneNode* AnimatedNode;
mutable u32 LastMeshFrame;
};
} // end namespace scene
} // end namespace irr
#endif