2007-05-20 11:03:49 -07:00
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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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#ifndef __I_TRIANGLE_SELECTOR_H_INCLUDED__
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#define __I_TRIANGLE_SELECTOR_H_INCLUDED__
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#include "IUnknown.h"
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#include "triangle3d.h"
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#include "aabbox3d.h"
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2007-06-02 03:37:00 -07:00
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#include "matrix4.h"
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2007-05-20 11:03:49 -07:00
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#include "line3d.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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//! Interface to return triangles with specific properties.
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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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class ITriangleSelector : public virtual IUnknown
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{
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public:
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//! destructor
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virtual ~ITriangleSelector() {};
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//! Returns amount of all available triangles in this selector
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virtual s32 getTriangleCount() const = 0;
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//! Gets all triangles.
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//! \param triangles: Array where the resulting triangles will be written to.
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//! \param arraySize: Size of the target array.
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//! \param outTriangleCount: Amount of triangles which have been written into the
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//! array.
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//! \param transform: Pointer to matrix for transforming the triangles before.
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//! they are returned. Useful for example to scale all triangles down into an
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//! ellipsoid space. If this pointer is null, no transformation will be done.
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virtual void getTriangles(core::triangle3df* triangles, s32 arraySize,
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s32& outTriangleCount, const core::matrix4* transform=0) = 0;
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//! Gets all triangles which lie within a specific bounding box.
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//! Please note that unoptimized triangle selectors also may return triangles,
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//! which are not in the specific box at all.
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//! \param triangles: Array where the resulting triangles will be written to.
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//! \param arraySize: Size of the target array.
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//! \param outTriangleCount: Amount of triangles which have been written into the
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//! array.
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//! \param box: Only triangles which are in this axis aligned bounding box
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//! will be written into the array.
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//! \param transform: Pointer to matrix for transforming the triangles before.
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//! they are returned. Useful for example to scale all triangles down into an
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//! ellipsoid space. If this pointer is null, no transformation will be done.
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virtual void getTriangles(core::triangle3df* triangles, s32 arraySize,
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s32& outTriangleCount, const core::aabbox3d<f32>& box,
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const core::matrix4* transform=0) = 0;
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//! Gets all triangles which have or may have contact with a 3d line.
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//! Please note that unoptimized triangle selectors also may return triangles,
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//! which are not in contact at all with the 3d line.
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//! \param triangles: Array where the resulting triangles will be written to.
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//! \param arraySize: Size of the target array.
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//! \param outTriangleCount: Amount of triangles which have been written into the
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//! array.
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//! \param line: Only triangles which may be in contact with this 3d line will
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//! be written into the array.
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//! \param transform: Pointer to matrix for transforming the triangles before.
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//! they are returned. Useful for example to scale all triangles down into an
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//! ellipsoid space. If this pointer is null, no transformation will be done.
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virtual void 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=0) = 0;
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};
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} // end namespace scene
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} // end namespace irr
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#endif
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