166 lines
3.7 KiB
C++
166 lines
3.7 KiB
C++
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// Copyright (C) 2002-2007 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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#include "CTriangleSelector.h"
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#include "ISceneNode.h"
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#include "IMeshBuffer.h"
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namespace irr
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{
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namespace scene
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{
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//! constructor
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CTriangleSelector::CTriangleSelector(ISceneNode* node)
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: SceneNode(node)
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{
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#ifdef _DEBUG
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setDebugName("CTriangleSelector");
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#endif
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}
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//! constructor
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CTriangleSelector::CTriangleSelector(IMesh* mesh, ISceneNode* node)
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: SceneNode(node)
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{
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#ifdef _DEBUG
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setDebugName("CTriangleSelector");
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#endif
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u32 cnt = mesh->getMeshBufferCount();
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for (u32 i=0; i<cnt; ++i)
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{
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IMeshBuffer* buf = mesh->getMeshBuffer(i);
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s32 idxCnt = buf->getIndexCount();
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const u16* indices = buf->getIndices();
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core::triangle3df tri;
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switch (buf->getVertexType())
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{
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case video::EVT_STANDARD:
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{
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video::S3DVertex* vtx = (video::S3DVertex*)buf->getVertices();
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for (s32 j=0; j<idxCnt; j+=3)
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{
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tri.pointA = vtx[indices[j+0]].Pos;
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tri.pointB = vtx[indices[j+1]].Pos;
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tri.pointC = vtx[indices[j+2]].Pos;
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Triangles.push_back(tri);
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}
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}
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break;
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case video::EVT_2TCOORDS:
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{
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video::S3DVertex2TCoords* vtx = (video::S3DVertex2TCoords*)buf->getVertices();
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for (s32 j=0; j<idxCnt; j+=3)
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{
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tri.pointA = vtx[indices[j+0]].Pos;
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tri.pointB = vtx[indices[j+1]].Pos;
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tri.pointC = vtx[indices[j+2]].Pos;
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Triangles.push_back(tri);
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}
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}
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break;
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case video::EVT_TANGENTS:
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{
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video::S3DVertexTangents* vtx = (video::S3DVertexTangents*)buf->getVertices();
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for (s32 j=0; j<idxCnt; j+=3)
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{
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tri.pointA = vtx[indices[j+0]].Pos;
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tri.pointB = vtx[indices[j+1]].Pos;
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tri.pointC = vtx[indices[j+2]].Pos;
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Triangles.push_back(tri);
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}
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}
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break;
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}
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}
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}
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//! constructor
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CTriangleSelector::CTriangleSelector(core::aabbox3d<f32> box, ISceneNode* node)
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: SceneNode(node)
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{
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#ifdef _DEBUG
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setDebugName("CTriangleSelector");
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#endif
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// TODO
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}
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//! destructor
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CTriangleSelector::~CTriangleSelector()
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{
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}
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//! Gets all triangles.
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void CTriangleSelector::getTriangles(core::triangle3df* triangles,
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s32 arraySize, s32& outTriangleCount,
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const core::matrix4* transform)
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{
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s32 cnt = Triangles.size();
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if (cnt > arraySize)
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cnt = arraySize;
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core::matrix4 mat;
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if (transform)
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mat = (*transform);
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if (SceneNode)
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mat *= SceneNode->getAbsoluteTransformation();
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for (s32 i=0; i<cnt; ++i)
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{
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triangles[i] = Triangles[i];
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mat.transformVect(triangles[i].pointA);
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mat.transformVect(triangles[i].pointB);
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mat.transformVect(triangles[i].pointC);
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}
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outTriangleCount = cnt;
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}
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//! Gets all triangles which lie within a specific bounding box.
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void CTriangleSelector::getTriangles(core::triangle3df* triangles,
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s32 arraySize, s32& outTriangleCount,
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const core::aabbox3d<f32>& box,
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const core::matrix4* transform)
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{
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// return all triangles
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getTriangles(triangles, arraySize, outTriangleCount, transform);
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}
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//! Gets all triangles which have or may have contact with a 3d line.
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void CTriangleSelector::getTriangles(core::triangle3df* triangles, s32 arraySize,
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s32& outTriangleCount, const core::line3d<f32>& line,
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const core::matrix4* transform)
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{
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// return all triangles
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getTriangles(triangles, arraySize, outTriangleCount, transform);
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}
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//! Returns amount of all available triangles in this selector
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s32 CTriangleSelector::getTriangleCount() const
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{
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return Triangles.size();
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}
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} // end namespace scene
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} // end namespace irr
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