irrlicht/source/Irrlicht/CTriangleSelector.h
cutealien ffd7b63af0 API BREAKER: Replacing defines in irrTypes.h which are conflicting with c++ reserved identifier rules.
C++ has undefined behavior for identifiers starting with __ or with _ followed by an uppercase letter.
We still have many more (in IrrCompileConfig.h and in all header-guards), will likely replace those later as well.
As a workaround for users which might use irrlicht defines in their code, I've added the header irrLegacyDefines.h
Including that allows to continue using old defines for a while - or make it easier to have code which compiles 
with old and new Irrlicht library versions.


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6251 dfc29bdd-3216-0410-991c-e03cc46cb475
2021-08-27 12:55:10 +00:00

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 __C_TRIANGLE_SELECTOR_H_INCLUDED__
#define __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