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0c6385cb92
Usually something like __IRR_SOME_GUARD_INCLUDED__ replaced by IRR_SOME_GUARD_INCLUDED. Removing underscores at the end wasn't necessary, but more symmetric (probably the reason they got added there as well). While this touches every header it shouldn't affect users (I hope). Also a few whitespace changes to unify whitespace usage a bit. And a bunch of spelling fixes in comments. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6252 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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#ifndef IRR_I_TRIANGLE_SELECTOR_H_INCLUDED
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#define IRR_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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