// 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 // The code for the TerrainTriangleSelector is based on the GeoMipMapSelector // developed by Spintz. He made it available for Irrlicht and allowed it to be // distributed under this licence. I only modified some parts. A lot of thanks go to him. #ifndef __C_TERRAIN_TRIANGLE_SELECTOR_H__ #define __C_TERRAIN_TRIANGLE_SELECTOR_H__ #include "ITriangleSelector.h" #include "irrArray.h" namespace irr { namespace scene { class ITerrainSceneNode; //! Triangle Selector for the TerrainSceneNode //! The code for the TerrainTriangleSelector is based on the GeoMipMapSelector //! developed by Spintz. He made it available for Irrlicht and allowed it to be //! distributed under this licence. I only modified some parts. A lot of thanks go to him. class CTerrainTriangleSelector : public ITriangleSelector { public: //! Constructs a selector based on an IGeoMipMapSceneNode CTerrainTriangleSelector(ITerrainSceneNode* node, s32 LOD); //! Destructor virtual ~CTerrainTriangleSelector(); //! Clears and sets triangle data virtual void setTriangleData (ITerrainSceneNode* node, s32 LOD); //! Gets all triangles. void getTriangles(core::triangle3df* triangles, s32 arraySize, s32& outTriangleCount, const core::matrix4* transform=0) const; //! Gets all triangles which lie within a specific bounding box. void getTriangles(core::triangle3df* triangles, s32 arraySize, s32& outTriangleCount, const core::aabbox3d& box, const core::matrix4* transform=0) const; //! 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& line, const core::matrix4* transform=0) const; //! Returns amount of all available triangles in this selector virtual s32 getTriangleCount() const; //! Return the scene node associated with a given triangle. /** ITerrainSceneNode is an ISceneNode, we just don't know it yet. */ virtual const ISceneNode* getSceneNodeForTriangle(u32 triangleIndex) const { return (ISceneNode*)SceneNode; } private: friend class CTerrainSceneNode; struct SGeoMipMapTrianglePatch { core::array Triangles; s32 NumTriangles; core::aabbox3df Box; }; struct SGeoMipMapTrianglePatches { SGeoMipMapTrianglePatches() : NumPatches(0), TotalTriangles(0) { } core::array TrianglePatchArray; s32 NumPatches; u32 TotalTriangles; }; ITerrainSceneNode* SceneNode; SGeoMipMapTrianglePatches TrianglePatches; }; } // end namespace scene } // end namespace irr #endif // __C_TERRAIN_TRIANGLE_SELECTOR_H__