mirror of
https://github.com/minetest/irrlicht.git
synced 2024-09-07 05:10:19 +02:00
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
|
|
// 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
|