irrlicht/source/Irrlicht/CTriangleSelector.h

82 lines
2.6 KiB
C++

// 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
#ifndef __C_TRIANGLE_SELECTOR_H_INCLUDED__
#define __C_TRIANGLE_SELECTOR_H_INCLUDED__
#include "ITriangleSelector.h"
#include "IMesh.h"
#include "irrArray.h"
namespace irr
{
namespace scene
{
class ISceneNode;
class IAnimatedMeshSceneNode;
//! Stupid triangle selector without optimization
class CTriangleSelector : public ITriangleSelector
{
public:
//! Constructs a selector based on a mesh
CTriangleSelector(const ISceneNode* node);
//! Constructs a selector based on a mesh
CTriangleSelector(const IMesh* mesh, const ISceneNode* node);
//! Constructs a selector based on an animated mesh scene node
//!\param node An animated mesh scene node, which must have a valid mesh
CTriangleSelector(IAnimatedMeshSceneNode* node);
//! Constructs a selector based on a bounding box
CTriangleSelector(const core::aabbox3d<f32>& box, const ISceneNode* node);
//! 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<f32>& 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<f32>& 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.
virtual const ISceneNode* getSceneNodeForTriangle(u32 triangleIndex) const { return SceneNode; }
protected:
//! Create from a mesh
virtual void createFromMesh(const IMesh* mesh);
//! Update when the mesh has changed
virtual void updateFromMesh(const IMesh* mesh) const;
//! Update the triangle selector, which will only have an effect if it
//! was built from an animated mesh and that mesh's frame has changed
//! since the last time it was updated.
virtual void update(void) const;
const ISceneNode* SceneNode;
mutable core::array<core::triangle3df> Triangles;
IAnimatedMeshSceneNode* AnimatedNode;
mutable s32 LastMeshFrame;
};
} // end namespace scene
} // end namespace irr
#endif