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<div class="title">irr::scene::ITriangleSelector Class Reference</div> </div>
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<!-- doxytag: class="irr::scene::ITriangleSelector" --><!-- doxytag: inherits="irr::IReferenceCounted" -->
<p>Interface to return triangles with specific properties.
<a href="classirr_1_1scene_1_1_i_triangle_selector.html#details">More...</a></p>
<p><code>#include &lt;<a class="el" href="_i_triangle_selector_8h_source.html">ITriangleSelector.h</a>&gt;</code></p>
<div id="dynsection-0" onclick="return toggleVisibility(this)" class="dynheader closed" style="cursor:pointer;">
<img id="dynsection-0-trigger" src="closed.png" alt="+"/> Inheritance diagram for irr::scene::ITriangleSelector:</div>
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<img src="classirr_1_1scene_1_1_i_triangle_selector.png" usemap="#irr::scene::ITriangleSelector_map" alt=""/>
<map id="irr::scene::ITriangleSelector_map" name="irr::scene::ITriangleSelector_map">
<area href="classirr_1_1_i_reference_counted.html" title="Base class of most objects of the Irrlicht Engine." alt="irr::IReferenceCounted" shape="rect" coords="0,0,195,24"/>
<area href="classirr_1_1scene_1_1_i_meta_triangle_selector.html" title="Interface for making multiple triangle selectors work as one big selector." alt="irr::scene::IMetaTriangleSelector" shape="rect" coords="0,112,195,136"/>
</map>
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<p><a href="classirr_1_1scene_1_1_i_triangle_selector-members.html">List of all members.</a></p>
<h2><a name="pub-methods"></a>
Public Member Functions</h2>
<ul>
<li>virtual <a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> * <a class="el" href="classirr_1_1scene_1_1_i_triangle_selector.html#a9b180f4d9e273a6c1cda9afeb3b1c98b">getSceneNodeForTriangle</a> (<a class="el" href="namespaceirr.html#a0416a53257075833e7002efd0a18e804">u32</a> triangleIndex) const =0
<dl class="el"><dd class="mdescRight">Get scene node associated with a given triangle. <a href="#a9b180f4d9e273a6c1cda9afeb3b1c98b"></a><br/></dl><li>virtual <a class="el" href="classirr_1_1scene_1_1_i_triangle_selector.html">ITriangleSelector</a> * <a class="el" href="classirr_1_1scene_1_1_i_triangle_selector.html#a51e15d33c41642441a311a33d2f1ebed">getSelector</a> (<a class="el" href="namespaceirr.html#a0416a53257075833e7002efd0a18e804">u32</a> index)=0
<dl class="el"><dd class="mdescRight">Get TriangleSelector based on index based on getSelectorCount. <a href="#a51e15d33c41642441a311a33d2f1ebed"></a><br/></dl><li>virtual const <a class="el" href="classirr_1_1scene_1_1_i_triangle_selector.html">ITriangleSelector</a> * <a class="el" href="classirr_1_1scene_1_1_i_triangle_selector.html#ad5d221ea393e67872c902d35e77fa69e">getSelector</a> (<a class="el" href="namespaceirr.html#a0416a53257075833e7002efd0a18e804">u32</a> index) const =0
<dl class="el"><dd class="mdescRight">Get TriangleSelector based on index based on getSelectorCount. <a href="#ad5d221ea393e67872c902d35e77fa69e"></a><br/></dl><li>virtual <a class="el" href="namespaceirr.html#a0416a53257075833e7002efd0a18e804">u32</a> <a class="el" href="classirr_1_1scene_1_1_i_triangle_selector.html#ae0d51279cab70e31a6aa2646e3b05df4">getSelectorCount</a> () const =0
<dl class="el"><dd class="mdescRight">Get number of TriangleSelectors that are part of this one. <a href="#ae0d51279cab70e31a6aa2646e3b05df4"></a><br/></dl><li>virtual <a class="el" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6">s32</a> <a class="el" href="classirr_1_1scene_1_1_i_triangle_selector.html#a0db5d5c5c9df15c41c00db40c692fcc6">getTriangleCount</a> () const =0
<dl class="el"><dd class="mdescRight">Get amount of all available triangles in this selector. <a href="#a0db5d5c5c9df15c41c00db40c692fcc6"></a><br/></dl><li>virtual void <a class="el" href="classirr_1_1scene_1_1_i_triangle_selector.html#a63b547218902d57a44357d3a246e5070">getTriangles</a> (<a class="el" href="namespaceirr_1_1core.html#a1112835405bbec5dadf031dc7934e7d0">core::triangle3df</a> *triangles, <a class="el" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6">s32</a> arraySize, <a class="el" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6">s32</a> &amp;outTriangleCount, const <a class="el" href="namespaceirr_1_1core.html#a73fa92e638c5ca97efd72da307cc9b65">core::matrix4</a> *transform=0) const =0
<dl class="el"><dd class="mdescRight">Gets the triangles for one associated node. <a href="#a63b547218902d57a44357d3a246e5070"></a><br/></dl><li>virtual void <a class="el" href="classirr_1_1scene_1_1_i_triangle_selector.html#aa0bd1a2f9b429fcf7ff2ce4d6c7acd50">getTriangles</a> (<a class="el" href="namespaceirr_1_1core.html#a1112835405bbec5dadf031dc7934e7d0">core::triangle3df</a> *triangles, <a class="el" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6">s32</a> arraySize, <a class="el" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6">s32</a> &amp;outTriangleCount, const <a class="el" href="classirr_1_1core_1_1aabbox3d.html">core::aabbox3d</a>&lt; <a class="el" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07">f32</a> &gt; &amp;box, const <a class="el" href="namespaceirr_1_1core.html#a73fa92e638c5ca97efd72da307cc9b65">core::matrix4</a> *transform=0) const =0
<dl class="el"><dd class="mdescRight">Gets the triangles for one associated node which may lie within a specific bounding box. <a href="#aa0bd1a2f9b429fcf7ff2ce4d6c7acd50"></a><br/></dl><li>virtual void <a class="el" href="classirr_1_1scene_1_1_i_triangle_selector.html#a398ca75a20cc0e44abdb13a459136720">getTriangles</a> (<a class="el" href="namespaceirr_1_1core.html#a1112835405bbec5dadf031dc7934e7d0">core::triangle3df</a> *triangles, <a class="el" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6">s32</a> arraySize, <a class="el" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6">s32</a> &amp;outTriangleCount, const <a class="el" href="classirr_1_1core_1_1line3d.html">core::line3d</a>&lt; <a class="el" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07">f32</a> &gt; &amp;line, const <a class="el" href="namespaceirr_1_1core.html#a73fa92e638c5ca97efd72da307cc9b65">core::matrix4</a> *transform=0) const =0
<dl class="el"><dd class="mdescRight">Gets the triangles for one associated node which have or may have contact with a 3d line. <a href="#a398ca75a20cc0e44abdb13a459136720"></a><br/></dl></ul>
<hr/><a name="details" id="details"></a><h2>Detailed Description</h2>
<div class="textblock"><p>Interface to return triangles with specific properties. </p>
<p>Every <a class="el" href="classirr_1_1scene_1_1_i_scene_node.html" title="Scene node interface.">ISceneNode</a> may have a triangle selector, available with ISceneNode::getTriangleScelector() or <a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#a266625379b1558e9be1dc062ea4e71f7" title="Creates a simple ITriangleSelector, based on a mesh.">ISceneManager::createTriangleSelector</a>. This is used for doing collision detection: For example if you know, that a collision may have happened in the area between (1,1,1) and (10,10,10), you can get all triangles of the scene node in this area with the <a class="el" href="classirr_1_1scene_1_1_i_triangle_selector.html" title="Interface to return triangles with specific properties.">ITriangleSelector</a> easily and check every triangle if it collided. </p>
<p>Definition at line <a class="el" href="_i_triangle_selector_8h_source.html#l00028">28</a> of file <a class="el" href="_i_triangle_selector_8h_source.html">ITriangleSelector.h</a>.</p>
</div><hr/><h2>Member Function Documentation</h2>
<a class="anchor" id="a9b180f4d9e273a6c1cda9afeb3b1c98b"></a><!-- doxytag: member="irr::scene::ITriangleSelector::getSceneNodeForTriangle" ref="a9b180f4d9e273a6c1cda9afeb3b1c98b" args="(u32 triangleIndex) const =0" -->
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<td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a>* irr::scene::ITriangleSelector::getSceneNodeForTriangle </td>
<td>(</td>
<td class="paramtype"><a class="el" href="namespaceirr.html#a0416a53257075833e7002efd0a18e804">u32</a>&#160;</td>
<td class="paramname"><em>triangleIndex</em></td><td>)</td>
<td> const<code> [pure virtual]</code></td>
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<p>Get scene node associated with a given triangle. </p>
<p>This allows to find which scene node (potentially of several) is associated with a specific triangle.</p>
<dl><dt><b>Parameters:</b></dt><dd>
<table class="params">
<tr><td class="paramname">triangleIndex,:</td><td>the index of the triangle for which you want to find the associated scene node. </td></tr>
</table>
</dd>
</dl>
<dl class="return"><dt><b>Returns:</b></dt><dd>The scene node associated with that triangle. </dd></dl>
</div>
</div>
<a class="anchor" id="a51e15d33c41642441a311a33d2f1ebed"></a><!-- doxytag: member="irr::scene::ITriangleSelector::getSelector" ref="a51e15d33c41642441a311a33d2f1ebed" args="(u32 index)=0" -->
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<td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_triangle_selector.html">ITriangleSelector</a>* irr::scene::ITriangleSelector::getSelector </td>
<td>(</td>
<td class="paramtype"><a class="el" href="namespaceirr.html#a0416a53257075833e7002efd0a18e804">u32</a>&#160;</td>
<td class="paramname"><em>index</em></td><td>)</td>
<td><code> [pure virtual]</code></td>
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<p>Get TriangleSelector based on index based on getSelectorCount. </p>
<p>Only useful for MetaTriangleSelector, others return 'this' or 0 </p>
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<a class="anchor" id="ad5d221ea393e67872c902d35e77fa69e"></a><!-- doxytag: member="irr::scene::ITriangleSelector::getSelector" ref="ad5d221ea393e67872c902d35e77fa69e" args="(u32 index) const =0" -->
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<td class="memname">virtual const <a class="el" href="classirr_1_1scene_1_1_i_triangle_selector.html">ITriangleSelector</a>* irr::scene::ITriangleSelector::getSelector </td>
<td>(</td>
<td class="paramtype"><a class="el" href="namespaceirr.html#a0416a53257075833e7002efd0a18e804">u32</a>&#160;</td>
<td class="paramname"><em>index</em></td><td>)</td>
<td> const<code> [pure virtual]</code></td>
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<p>Get TriangleSelector based on index based on getSelectorCount. </p>
<p>Only useful for MetaTriangleSelector, others return 'this' or 0 </p>
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<a class="anchor" id="ae0d51279cab70e31a6aa2646e3b05df4"></a><!-- doxytag: member="irr::scene::ITriangleSelector::getSelectorCount" ref="ae0d51279cab70e31a6aa2646e3b05df4" args="() const =0" -->
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<td class="memname">virtual <a class="el" href="namespaceirr.html#a0416a53257075833e7002efd0a18e804">u32</a> irr::scene::ITriangleSelector::getSelectorCount </td>
<td>(</td>
<td class="paramname"></td><td>)</td>
<td> const<code> [pure virtual]</code></td>
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<p>Get number of TriangleSelectors that are part of this one. </p>
<p>Only useful for MetaTriangleSelector, others return 1 </p>
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<a class="anchor" id="a0db5d5c5c9df15c41c00db40c692fcc6"></a><!-- doxytag: member="irr::scene::ITriangleSelector::getTriangleCount" ref="a0db5d5c5c9df15c41c00db40c692fcc6" args="() const =0" -->
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<td class="memname">virtual <a class="el" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6">s32</a> irr::scene::ITriangleSelector::getTriangleCount </td>
<td>(</td>
<td class="paramname"></td><td>)</td>
<td> const<code> [pure virtual]</code></td>
</tr>
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<div class="memdoc">
<p>Get amount of all available triangles in this selector. </p>
</div>
</div>
<a class="anchor" id="a63b547218902d57a44357d3a246e5070"></a><!-- doxytag: member="irr::scene::ITriangleSelector::getTriangles" ref="a63b547218902d57a44357d3a246e5070" args="(core::triangle3df *triangles, s32 arraySize, s32 &amp;outTriangleCount, const core::matrix4 *transform=0) const =0" -->
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<td class="memname">virtual void irr::scene::ITriangleSelector::getTriangles </td>
<td>(</td>
<td class="paramtype"><a class="el" href="namespaceirr_1_1core.html#a1112835405bbec5dadf031dc7934e7d0">core::triangle3df</a> *&#160;</td>
<td class="paramname"><em>triangles</em>, </td>
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<td class="paramkey"></td>
<td></td>
<td class="paramtype"><a class="el" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6">s32</a>&#160;</td>
<td class="paramname"><em>arraySize</em>, </td>
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<td class="paramkey"></td>
<td></td>
<td class="paramtype"><a class="el" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6">s32</a> &amp;&#160;</td>
<td class="paramname"><em>outTriangleCount</em>, </td>
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<td class="paramkey"></td>
<td></td>
<td class="paramtype">const <a class="el" href="namespaceirr_1_1core.html#a73fa92e638c5ca97efd72da307cc9b65">core::matrix4</a> *&#160;</td>
<td class="paramname"><em>transform</em> = <code>0</code>&#160;</td>
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<td>)</td>
<td></td><td> const<code> [pure virtual]</code></td>
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<p>Gets the triangles for one associated node. </p>
<p>This returns all triangles for one scene node associated with this selector. If there is more than one scene node associated (e.g. for an <a class="el" href="classirr_1_1scene_1_1_i_meta_triangle_selector.html" title="Interface for making multiple triangle selectors work as one big selector.">IMetaTriangleSelector</a>) this this function may be called multiple times to retrieve all triangles. </p>
<dl><dt><b>Parameters:</b></dt><dd>
<table class="params">
<tr><td class="paramname">triangles</td><td>Array where the resulting triangles will be written to. </td></tr>
<tr><td class="paramname">arraySize</td><td>Size of the target array. </td></tr>
<tr><td class="paramname">outTriangleCount,:</td><td>Amount of triangles which have been written into the array. </td></tr>
<tr><td class="paramname">transform</td><td>Pointer to matrix for transforming the triangles before they are returned. Useful for example to scale all triangles down into an ellipsoid space. If this pointer is null, no transformation will be done. </td></tr>
</table>
</dd>
</dl>
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<a class="anchor" id="aa0bd1a2f9b429fcf7ff2ce4d6c7acd50"></a><!-- doxytag: member="irr::scene::ITriangleSelector::getTriangles" ref="aa0bd1a2f9b429fcf7ff2ce4d6c7acd50" args="(core::triangle3df *triangles, s32 arraySize, s32 &amp;outTriangleCount, const core::aabbox3d&lt; f32 &gt; &amp;box, const core::matrix4 *transform=0) const =0" -->
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<td class="memname">virtual void irr::scene::ITriangleSelector::getTriangles </td>
<td>(</td>
<td class="paramtype"><a class="el" href="namespaceirr_1_1core.html#a1112835405bbec5dadf031dc7934e7d0">core::triangle3df</a> *&#160;</td>
<td class="paramname"><em>triangles</em>, </td>
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<td class="paramkey"></td>
<td></td>
<td class="paramtype"><a class="el" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6">s32</a>&#160;</td>
<td class="paramname"><em>arraySize</em>, </td>
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<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype"><a class="el" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6">s32</a> &amp;&#160;</td>
<td class="paramname"><em>outTriangleCount</em>, </td>
</tr>
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<td class="paramkey"></td>
<td></td>
<td class="paramtype">const <a class="el" href="classirr_1_1core_1_1aabbox3d.html">core::aabbox3d</a>&lt; <a class="el" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07">f32</a> &gt; &amp;&#160;</td>
<td class="paramname"><em>box</em>, </td>
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<td class="paramkey"></td>
<td></td>
<td class="paramtype">const <a class="el" href="namespaceirr_1_1core.html#a73fa92e638c5ca97efd72da307cc9b65">core::matrix4</a> *&#160;</td>
<td class="paramname"><em>transform</em> = <code>0</code>&#160;</td>
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<td></td>
<td>)</td>
<td></td><td> const<code> [pure virtual]</code></td>
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<p>Gets the triangles for one associated node which may lie within a specific bounding box. </p>
<p>This returns all triangles for one scene node associated with this selector. If there is more than one scene node associated (e.g. for an <a class="el" href="classirr_1_1scene_1_1_i_meta_triangle_selector.html" title="Interface for making multiple triangle selectors work as one big selector.">IMetaTriangleSelector</a>) this this function may be called multiple times to retrieve all triangles.</p>
<p>This method will return at least the triangles that intersect the box, but may return other triangles as well. </p>
<dl><dt><b>Parameters:</b></dt><dd>
<table class="params">
<tr><td class="paramname">triangles</td><td>Array where the resulting triangles will be written to. </td></tr>
<tr><td class="paramname">arraySize</td><td>Size of the target array. </td></tr>
<tr><td class="paramname">outTriangleCount</td><td>Amount of triangles which have been written into the array. </td></tr>
<tr><td class="paramname">box</td><td>Only triangles which are in this axis aligned bounding box will be written into the array. </td></tr>
<tr><td class="paramname">transform</td><td>Pointer to matrix for transforming the triangles before they are returned. Useful for example to scale all triangles down into an ellipsoid space. If this pointer is null, no transformation will be done. </td></tr>
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</dd>
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<a class="anchor" id="a398ca75a20cc0e44abdb13a459136720"></a><!-- doxytag: member="irr::scene::ITriangleSelector::getTriangles" ref="a398ca75a20cc0e44abdb13a459136720" args="(core::triangle3df *triangles, s32 arraySize, s32 &amp;outTriangleCount, const core::line3d&lt; f32 &gt; &amp;line, const core::matrix4 *transform=0) const =0" -->
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<td class="memname">virtual void irr::scene::ITriangleSelector::getTriangles </td>
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<td class="paramtype"><a class="el" href="namespaceirr_1_1core.html#a1112835405bbec5dadf031dc7934e7d0">core::triangle3df</a> *&#160;</td>
<td class="paramname"><em>triangles</em>, </td>
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<td class="paramtype"><a class="el" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6">s32</a>&#160;</td>
<td class="paramname"><em>arraySize</em>, </td>
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<td class="paramtype"><a class="el" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6">s32</a> &amp;&#160;</td>
<td class="paramname"><em>outTriangleCount</em>, </td>
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<td class="paramtype">const <a class="el" href="classirr_1_1core_1_1line3d.html">core::line3d</a>&lt; <a class="el" href="namespaceirr.html#a0277be98d67dc26ff93b1a6a1d086b07">f32</a> &gt; &amp;&#160;</td>
<td class="paramname"><em>line</em>, </td>
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<td class="paramtype">const <a class="el" href="namespaceirr_1_1core.html#a73fa92e638c5ca97efd72da307cc9b65">core::matrix4</a> *&#160;</td>
<td class="paramname"><em>transform</em> = <code>0</code>&#160;</td>
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<td>)</td>
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<p>Gets the triangles for one associated node which have or may have contact with a 3d line. </p>
<p>This returns all triangles for one scene node associated with this selector. If there is more than one scene node associated (e.g. for an <a class="el" href="classirr_1_1scene_1_1_i_meta_triangle_selector.html" title="Interface for making multiple triangle selectors work as one big selector.">IMetaTriangleSelector</a>) this this function may be called multiple times to retrieve all triangles.</p>
<p>Please note that unoptimized triangle selectors also may return triangles which are not in contact at all with the 3d line. </p>
<dl><dt><b>Parameters:</b></dt><dd>
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<tr><td class="paramname">triangles</td><td>Array where the resulting triangles will be written to. </td></tr>
<tr><td class="paramname">arraySize</td><td>Size of the target array. </td></tr>
<tr><td class="paramname">outTriangleCount</td><td>Amount of triangles which have been written into the array. </td></tr>
<tr><td class="paramname">line</td><td>Only triangles which may be in contact with this 3d line will be written into the array. </td></tr>
<tr><td class="paramname">transform</td><td>Pointer to matrix for transforming the triangles before they are returned. Useful for example to scale all triangles down into an ellipsoid space. If this pointer is null, no transformation will be done. </td></tr>
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<hr/>The documentation for this class was generated from the following file:<ul>
<li><a class="el" href="_i_triangle_selector_8h_source.html">ITriangleSelector.h</a></li>
</ul>
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