irrlicht/source/Irrlicht/CTriangleSelector.cpp

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// Copyright (C) 2002-2009 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#include "CTriangleSelector.h"
#include "ISceneNode.h"
#include "IMeshBuffer.h"
namespace irr
{
namespace scene
{
//! constructor
CTriangleSelector::CTriangleSelector(const ISceneNode* node)
: SceneNode(node)
{
#ifdef _DEBUG
setDebugName("CTriangleSelector");
#endif
}
//! constructor
CTriangleSelector::CTriangleSelector(const IMesh* mesh, const ISceneNode* node)
: SceneNode(node)
{
#ifdef _DEBUG
setDebugName("CTriangleSelector");
#endif
const u32 cnt = mesh->getMeshBufferCount();
u32 totalFaceCount = 0;
for (u32 j=0; j<cnt; ++j)
totalFaceCount += mesh->getMeshBuffer(j)->getIndexCount();
totalFaceCount /= 3;
Triangles.reallocate(totalFaceCount);
for (u32 i=0; i<cnt; ++i)
{
const IMeshBuffer* buf = mesh->getMeshBuffer(i);
const u32 idxCnt = buf->getIndexCount();
const u16* const indices = buf->getIndices();
for (u32 j=0; j<idxCnt; j+=3)
{
Triangles.push_back(core::triangle3df(
buf->getPosition(indices[j+0]),
buf->getPosition(indices[j+1]),
buf->getPosition(indices[j+2])));
}
}
}
//! constructor
CTriangleSelector::CTriangleSelector(const core::aabbox3d<f32>& box, const ISceneNode* node)
: SceneNode(node)
{
#ifdef _DEBUG
setDebugName("CTriangleSelector");
#endif
// TODO
}
//! Gets all triangles.
void CTriangleSelector::getTriangles(core::triangle3df* triangles,
s32 arraySize, s32& outTriangleCount,
const core::matrix4* transform) const
{
s32 cnt = Triangles.size();
if (cnt > arraySize)
cnt = arraySize;
core::matrix4 mat;
if (transform)
mat = *transform;
if (SceneNode)
mat *= SceneNode->getAbsoluteTransformation();
for (s32 i=0; i<cnt; ++i)
{
triangles[i] = Triangles[i];
mat.transformVect(triangles[i].pointA);
mat.transformVect(triangles[i].pointB);
mat.transformVect(triangles[i].pointC);
}
outTriangleCount = cnt;
}
//! Gets all triangles which lie within a specific bounding box.
void CTriangleSelector::getTriangles(core::triangle3df* triangles,
s32 arraySize, s32& outTriangleCount,
const core::aabbox3d<f32>& box,
const core::matrix4* transform) const
{
// return all triangles
return getTriangles(triangles, arraySize, outTriangleCount, transform);
}
//! Gets all triangles which have or may have contact with a 3d line.
void CTriangleSelector::getTriangles(core::triangle3df* triangles,
s32 arraySize, s32& outTriangleCount,
const core::line3d<f32>& line,
const core::matrix4* transform) const
{
// return all triangles
return getTriangles(triangles, arraySize, outTriangleCount, transform);
}
//! Returns amount of all available triangles in this selector
s32 CTriangleSelector::getTriangleCount() const
{
return Triangles.size();
}
} // end namespace scene
} // end namespace irr