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https://github.com/minetest/irrlicht.git
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3d2a55e788
Basically fixing original Bug#427 reported by MArkus Elfring. Unfortunately there are still more defines (in IrrCompileConfig.h) which also are not nice c++ Lots of files touched for very minor cleanup *sigh* git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6253 dfc29bdd-3216-0410-991c-e03cc46cb475
110 lines
4.1 KiB
C++
110 lines
4.1 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_C_TRIANGLE_SELECTOR_H_INCLUDED
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#define IRR_C_TRIANGLE_SELECTOR_H_INCLUDED
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#include "ITriangleSelector.h"
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#include "IMesh.h"
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#include "irrArray.h"
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#include "aabbox3d.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 IAnimatedMeshSceneNode;
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//! Stupid triangle selector without optimization
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class CTriangleSelector : public ITriangleSelector
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{
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public:
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//! Constructs a selector based on a mesh
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CTriangleSelector(ISceneNode* node);
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//! Constructs a selector based on a mesh
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CTriangleSelector(const IMesh* mesh, ISceneNode* node, bool separateMeshbuffers);
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//! Constructs a selector based on a meshbuffer
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CTriangleSelector(const IMeshBuffer* meshBuffer, irr::u32 materialIndex, ISceneNode* node);
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//! Constructs a selector based on an animated mesh scene node
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//!\param node An animated mesh scene node, which must have a valid mesh
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CTriangleSelector(IAnimatedMeshSceneNode* node, bool separateMeshbuffers);
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//! Constructs a selector based on a bounding box
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CTriangleSelector(const core::aabbox3d<f32>& box, ISceneNode* node);
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//! Gets all triangles.
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virtual void getTriangles(core::triangle3df* triangles, s32 arraySize, s32& outTriangleCount,
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const core::matrix4* transform, bool useNodeTransform,
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irr::core::array<SCollisionTriangleRange>* outTriangleInfo) const IRR_OVERRIDE;
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//! Gets all triangles which lie within a specific bounding box.
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virtual void getTriangles(core::triangle3df* triangles, s32 arraySize, s32& outTriangleCount,
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const core::aabbox3d<f32>& box, const core::matrix4* transform, bool useNodeTransform,
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irr::core::array<SCollisionTriangleRange>* outTriangleInfo) const IRR_OVERRIDE;
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//! Gets all triangles which have or may have contact with a 3d line.
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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, bool useNodeTransform,
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irr::core::array<SCollisionTriangleRange>* outTriangleInfo) const IRR_OVERRIDE;
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//! Returns amount of all available triangles in this selector
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virtual s32 getTriangleCount() const IRR_OVERRIDE;
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//! Return the scene node associated with a given triangle.
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virtual ISceneNode* getSceneNodeForTriangle(u32 triangleIndex) const IRR_OVERRIDE { return SceneNode; }
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// Get the number of TriangleSelectors that are part of this one
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virtual u32 getSelectorCount() const IRR_OVERRIDE;
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// Get the TriangleSelector based on index based on getSelectorCount
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virtual ITriangleSelector* getSelector(u32 index) IRR_OVERRIDE;
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// Get the TriangleSelector based on index based on getSelectorCount
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virtual const ITriangleSelector* getSelector(u32 index) const IRR_OVERRIDE;
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protected:
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//! Create from a mesh
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virtual void createFromMesh(const IMesh* mesh, bool createBufferRanges);
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//! Create from a meshbuffer
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virtual void createFromMeshBuffer(const IMeshBuffer* meshBuffer);
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//! Update when the mesh has changed
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virtual void updateFromMesh(const IMesh* mesh) const;
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//! Update when the meshbuffer has changed
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virtual void updateFromMeshBuffer(const IMeshBuffer* meshBuffer) const;
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//! Update bounding box from triangles
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void updateBoundingBox() const;
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//! Update the triangle selector, which will only have an effect if it
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//! was built from an animated mesh and that mesh's frame has changed
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//! since the last time it was updated.
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virtual void update(void) const;
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irr::core::array<SCollisionTriangleRange> BufferRanges;
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ISceneNode* SceneNode;
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mutable core::array<core::triangle3df> Triangles; // (mutable for CTriangleBBSelector)
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mutable core::aabbox3df BoundingBox; // Allows for trivial rejection
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const IMeshBuffer* MeshBuffer; // non-zero when the selector is for a single meshbuffer
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irr::u32 MaterialIndex; // Only set when MeshBuffer is non-zero
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IAnimatedMeshSceneNode* AnimatedNode;
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mutable u32 LastMeshFrame;
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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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