// Copyright (C) 2002-2011 Nikolaus Gebhardt // This file is part of the "Irrlicht Engine". // For conditions of distribution and use, see copyright notice in irrlicht.h #ifndef __I_TRIANGLE_SELECTOR_H_INCLUDED__ #define __I_TRIANGLE_SELECTOR_H_INCLUDED__ #include "IReferenceCounted.h" #include "triangle3d.h" #include "aabbox3d.h" #include "matrix4.h" #include "line3d.h" namespace irr { namespace scene { class ISceneNode; //! Interface to return triangles with specific properties. /** Every ISceneNode may have a triangle selector, available with ISceneNode::getTriangleScelector() or ISceneManager::createTriangleSelector. This is used for doing collision detection: For example if you know, that a collision may have happened in the area between (1,1,1) and (10,10,10), you can get all triangles of the scene node in this area with the ITriangleSelector easily and check every triangle if it collided. */ class ITriangleSelector : public virtual IReferenceCounted { public: //! Destructor virtual ~ITriangleSelector() {} //! Returns amount of all available triangles in this selector virtual s32 getTriangleCount() const = 0; //! Gets the triangles for one associated node. /** This returns all triangles for one scene node associated with this selector. If there is more than one scene node associated (e.g. for an IMetaTriangleSelector) this this function may be called multiple times to retrieve all triangles. \param triangles: Array where the resulting triangles will be written to. \param arraySize: Size of the target array. \param outTriangleCount: Amount of triangles which have been written into the array. \param transform: Pointer to matrix for transforming the triangles before they are returned. Useful for example to scale all triangles down into an ellipsoid space. If this pointer is null, no transformation will be done. */ virtual void getTriangles(core::triangle3df* triangles, s32 arraySize, s32& outTriangleCount, const core::matrix4* transform=0) const = 0; //! Gets the triangles for one associated node which lie or may lie within a specific bounding box. /** This returns all triangles for one scene node associated with this selector. If there is more than one scene node associated (e.g. for an IMetaTriangleSelector) this this function may be called multiple times to retrieve all triangles. This method will return at least the triangles that intersect the box, but may return other triangles as well. \param triangles: Array where the resulting triangles will be written to. \param arraySize: Size of the target array. \param outTriangleCount: Amount of triangles which have been written into the array. \param box: Only triangles which are in this axis aligned bounding box will be written into the array. \param transform: Pointer to matrix for transforming the triangles before they are returned. Useful for example to scale all triangles down into an ellipsoid space. If this pointer is null, no transformation will be done. */ virtual void getTriangles(core::triangle3df* triangles, s32 arraySize, s32& outTriangleCount, const core::aabbox3d<f32>& box, const core::matrix4* transform=0) const = 0; //! Gets the triangles for one associated node which have or may have contact with a 3d line. /** This returns all triangles for one scene node associated with this selector. If there is more than one scene node associated (e.g. for an IMetaTriangleSelector) this this function may be called multiple times to retrieve all triangles. Please note that unoptimized triangle selectors also may return triangles which are not in contact at all with the 3d line. \param triangles: Array where the resulting triangles will be written to. \param arraySize: Size of the target array. \param outTriangleCount: Amount of triangles which have been written into the array. \param line: Only triangles which may be in contact with this 3d line will be written into the array. \param transform: Pointer to matrix for transforming the triangles before they are returned. Useful for example to scale all triangles down into an ellipsoid space. If this pointer is null, no transformation will be done. */ virtual void getTriangles(core::triangle3df* triangles, s32 arraySize, s32& outTriangleCount, const core::line3d<f32>& line, const core::matrix4* transform=0) const = 0; //! Return the scene node associated with a given triangle. /** This allows you to find which scene node (potentially of several) is associated with a specific triangle. \param triangleIndex: the index of the triangle for which you want to find the associated scene node. \return The scene node associated with that triangle. */ virtual ISceneNode* getSceneNodeForTriangle(u32 triangleIndex) const = 0; }; } // end namespace scene } // end namespace irr #endif
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