58 lines
1.7 KiB
C
58 lines
1.7 KiB
C
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// Copyright (C) 2002-2006 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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#pragma once
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#using <mscorlib.dll>
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using namespace System;
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#pragma unmanaged
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#include "..\\..\\include\\irrlicht.h"
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#pragma managed
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namespace Irrlicht
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{
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namespace Scene
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{
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/// <summary>
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/// Scene node interface.
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/// Every ISceneNode may have a triangle selector, available with
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/// ISceneNode::getTriangleScelector() or ISceneManager::createTriangleSelector.
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/// This is used for doing collision detection: For example if you know, that a collision may happened in the
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/// area between (1,1,1) and (10,10,10), you can get all triangles of the
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/// scene node in this area with the ITriangleSelector easily and check every triangle
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/// if it collided.
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/// </summary>
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public __gc class ITriangleSelector
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{
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public:
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/// <summary>
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/// You should create an ITriangleSelector
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/// through the Irrlicht::IrrlichtDevice::SceneManager::createTriangleSelector method.
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/// Simply don't use this constructor.
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///</summary>
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///<param name="realTriangleSelector">The real, unmanaged C++ selector</param>
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ITriangleSelector(irr::scene::ITriangleSelector* realTriangleSelector);
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~ITriangleSelector();
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//! Returns amount of all available triangles in this selector
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__property int get_TriangleCount();
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/// <summary>
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/// Returns the internal pointer to the native C++ irrlicht triangle selector.
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/// Do not use this, only needed by the internal .NET wrapper.
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///</summary>
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__property irr::scene::ITriangleSelector* get_NativeTriangleSelector();
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protected:
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irr::scene::ITriangleSelector* TriangleSelector;
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};
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}
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}
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