irrlicht/source/Irrlicht/CTriangleBBSelector.cpp

90 lines
2.8 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
#include "CTriangleBBSelector.h"
#include "ISceneNode.h"
namespace irr
{
namespace scene
{
//! constructor
CTriangleBBSelector::CTriangleBBSelector(ISceneNode* node)
: CTriangleSelector(node)
{
#ifdef _DEBUG
setDebugName("CTriangleBBSelector");
#endif
Triangles.set_used(12); // a box has 12 triangles.
}
//! Gets all triangles.
void CTriangleBBSelector::getTriangles(core::triangle3df* triangles,
s32 arraySize, s32& outTriangleCount,
const core::matrix4* transform, bool useNodeTransform,
irr::core::array<SCollisionTriangleRange>* outTriangleInfo) const
{
fillTriangles();
// call parent
CTriangleSelector::getTriangles(triangles, arraySize, outTriangleCount, transform, useNodeTransform, outTriangleInfo);
}
void CTriangleBBSelector::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
{
fillTriangles();
return CTriangleSelector::getTriangles(triangles, arraySize, outTriangleCount, box, transform, useNodeTransform, outTriangleInfo);
}
void CTriangleBBSelector::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
{
fillTriangles();
return CTriangleSelector::getTriangles(triangles, arraySize, outTriangleCount, line, transform, useNodeTransform, outTriangleInfo);
}
void CTriangleBBSelector::fillTriangles() const
{
if (SceneNode)
{
// construct triangles
const core::aabbox3d<f32>& box = SceneNode->getBoundingBox();
BoundingBox = box;
core::vector3df edges[8];
box.getEdges(edges);
// yeah, not really const... Triangles are mutable
Triangles[0].set( edges[3], edges[0], edges[2]);
Triangles[1].set( edges[3], edges[1], edges[0]);
Triangles[2].set( edges[3], edges[2], edges[7]);
Triangles[3].set( edges[7], edges[2], edges[6]);
Triangles[4].set( edges[7], edges[6], edges[4]);
Triangles[5].set( edges[5], edges[7], edges[4]);
Triangles[6].set( edges[5], edges[4], edges[0]);
Triangles[7].set( edges[5], edges[0], edges[1]);
Triangles[8].set( edges[1], edges[3], edges[7]);
Triangles[9].set( edges[1], edges[7], edges[5]);
Triangles[10].set(edges[0], edges[6], edges[2]);
Triangles[11].set(edges[0], edges[4], edges[6]);
}
}
} // end namespace scene
} // end namespace irr