irrlicht/source/Irrlicht/CTerrainTriangleSelector.h
cutealien 3d2a55e788 Replace header guards in source folder to avoid using identifiers reserved by c++
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
2021-08-27 15:55:04 +00:00

103 lines
3.4 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
// The code for the TerrainTriangleSelector is based on the GeoMipMapSelector
// developed by Spintz. He made it available for Irrlicht and allowed it to be
// distributed under this license. I only modified some parts. A lot of thanks go to him.
#ifndef IRR_C_TERRAIN_TRIANGLE_SELECTOR_H
#define IRR_C_TERRAIN_TRIANGLE_SELECTOR_H
#include "ITriangleSelector.h"
#include "irrArray.h"
namespace irr
{
namespace scene
{
class ITerrainSceneNode;
//! Triangle Selector for the TerrainSceneNode
/** The code for the TerrainTriangleSelector is based on the GeoMipMapSelector
developed by Spintz. He made it available for Irrlicht and allowed it to be
distributed under this license. I only modified some parts. A lot of thanks go
to him.
*/
class CTerrainTriangleSelector : public ITriangleSelector
{
public:
//! Constructs a selector based on an ITerrainSceneNode
CTerrainTriangleSelector(ITerrainSceneNode* node, s32 LOD);
//! Destructor
virtual ~CTerrainTriangleSelector();
//! Clears and sets triangle data
virtual void setTriangleData(ITerrainSceneNode* node, s32 LOD);
//! Gets all triangles.
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.
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;
// 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;
private:
friend class CTerrainSceneNode;
struct SGeoMipMapTrianglePatch
{
core::array<core::triangle3df> Triangles;
s32 NumTriangles;
core::aabbox3df Box;
};
struct SGeoMipMapTrianglePatches
{
SGeoMipMapTrianglePatches() :
NumPatches(0), TotalTriangles(0)
{
}
core::array<SGeoMipMapTrianglePatch> TrianglePatchArray;
s32 NumPatches;
u32 TotalTriangles;
};
ITerrainSceneNode* SceneNode;
SGeoMipMapTrianglePatches TrianglePatches;
};
} // end namespace scene
} // end namespace irr
#endif // IRR_C_TERRAIN_TRIANGLE_SELECTOR_H