// 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& 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* 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& box, const core::matrix4* transform, bool useNodeTransform, irr::core::array* 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& line, const core::matrix4* transform, bool useNodeTransform, irr::core::array* 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; struct SBufferTriangleRange { SBufferTriangleRange() : RangeStart(0), RangeSize(0), MeshBuffer(0), MaterialIndex(0) {} //! First index in Triangles array irr::u32 RangeStart; //! Number of elements in Triangles array irr::u32 RangeSize; //! Meshbuffer from which the triangles are from //! Is 0 when we use a single range for all buffers const IMeshBuffer* MeshBuffer; //! Index of selected material in the SceneNode. //! Only valid when MeshBuffer is also set, otherwise 0 irr::u32 MaterialIndex; }; SBufferTriangleRange SingleBufferRange; // When avoiding extra heap allocations irr::core::array BufferRanges; ISceneNode* SceneNode; mutable core::array Triangles; // (mutable for CTriangleBBSelector) mutable core::aabbox3df BoundingBox; // Allows for trivial rejection IAnimatedMeshSceneNode* AnimatedNode; mutable u32 LastMeshFrame; }; } // end namespace scene } // end namespace irr #endif