132 lines
3.0 KiB
C++
132 lines
3.0 KiB
C++
// Copyright (C) 2002-2009 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(const 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(const IMesh* mesh, const 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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const u32 cnt = mesh->getMeshBufferCount();
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u32 totalFaceCount = 0;
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for (u32 j=0; j<cnt; ++j)
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totalFaceCount += mesh->getMeshBuffer(j)->getIndexCount();
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totalFaceCount /= 3;
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Triangles.reallocate(totalFaceCount);
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for (u32 i=0; i<cnt; ++i)
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{
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const IMeshBuffer* buf = mesh->getMeshBuffer(i);
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const u32 idxCnt = buf->getIndexCount();
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const u16* const indices = buf->getIndices();
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for (u32 j=0; j<idxCnt; j+=3)
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{
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Triangles.push_back(core::triangle3df(
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buf->getPosition(indices[j+0]),
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buf->getPosition(indices[j+1]),
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buf->getPosition(indices[j+2])));
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}
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}
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}
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//! constructor
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CTriangleSelector::CTriangleSelector(const core::aabbox3d<f32>& box, const 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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//! 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) const
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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) const
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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,
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s32 arraySize, s32& outTriangleCount,
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const core::line3d<f32>& line,
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const core::matrix4* transform) const
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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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