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authorDavid Walter Seikel2013-01-13 18:54:10 +1000
committerDavid Walter Seikel2013-01-13 18:54:10 +1000
commit959831f4ef5a3e797f576c3de08cd65032c997ad (patch)
treee7351908be5995f0b325b2ebeaa02d5a34b82583 /libraries/irrlicht-1.8/include/ITriangleSelector.h
parentAdd info about changes to Irrlicht. (diff)
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Remove damned ancient DOS line endings from Irrlicht. Hopefully I did not go overboard.
Diffstat (limited to '')
-rw-r--r--libraries/irrlicht-1.8/include/ITriangleSelector.h262
1 files changed, 131 insertions, 131 deletions
diff --git a/libraries/irrlicht-1.8/include/ITriangleSelector.h b/libraries/irrlicht-1.8/include/ITriangleSelector.h
index e2a2256..9d038df 100644
--- a/libraries/irrlicht-1.8/include/ITriangleSelector.h
+++ b/libraries/irrlicht-1.8/include/ITriangleSelector.h
@@ -1,131 +1,131 @@
1// Copyright (C) 2002-2012 Nikolaus Gebhardt 1// Copyright (C) 2002-2012 Nikolaus Gebhardt
2// This file is part of the "Irrlicht Engine". 2// This file is part of the "Irrlicht Engine".
3// For conditions of distribution and use, see copyright notice in irrlicht.h 3// For conditions of distribution and use, see copyright notice in irrlicht.h
4 4
5#ifndef __I_TRIANGLE_SELECTOR_H_INCLUDED__ 5#ifndef __I_TRIANGLE_SELECTOR_H_INCLUDED__
6#define __I_TRIANGLE_SELECTOR_H_INCLUDED__ 6#define __I_TRIANGLE_SELECTOR_H_INCLUDED__
7 7
8#include "IReferenceCounted.h" 8#include "IReferenceCounted.h"
9#include "triangle3d.h" 9#include "triangle3d.h"
10#include "aabbox3d.h" 10#include "aabbox3d.h"
11#include "matrix4.h" 11#include "matrix4.h"
12#include "line3d.h" 12#include "line3d.h"
13 13
14namespace irr 14namespace irr
15{ 15{
16namespace scene 16namespace scene
17{ 17{
18 18
19class ISceneNode; 19class ISceneNode;
20 20
21//! Interface to return triangles with specific properties. 21//! Interface to return triangles with specific properties.
22/** Every ISceneNode may have a triangle selector, available with 22/** Every ISceneNode may have a triangle selector, available with
23ISceneNode::getTriangleScelector() or ISceneManager::createTriangleSelector. 23ISceneNode::getTriangleScelector() or ISceneManager::createTriangleSelector.
24This is used for doing collision detection: For example if you know, that a 24This is used for doing collision detection: For example if you know, that a
25collision may have happened in the area between (1,1,1) and (10,10,10), you 25collision may have happened in the area between (1,1,1) and (10,10,10), you
26can get all triangles of the scene node in this area with the 26can get all triangles of the scene node in this area with the
27ITriangleSelector easily and check every triangle if it collided. */ 27ITriangleSelector easily and check every triangle if it collided. */
28class ITriangleSelector : public virtual IReferenceCounted 28class ITriangleSelector : public virtual IReferenceCounted
29{ 29{
30public: 30public:
31 31
32 //! Get amount of all available triangles in this selector 32 //! Get amount of all available triangles in this selector
33 virtual s32 getTriangleCount() const = 0; 33 virtual s32 getTriangleCount() const = 0;
34 34
35 //! Gets the triangles for one associated node. 35 //! Gets the triangles for one associated node.
36 /** 36 /**
37 This returns all triangles for one scene node associated with this 37 This returns all triangles for one scene node associated with this
38 selector. If there is more than one scene node associated (e.g. for 38 selector. If there is more than one scene node associated (e.g. for
39 an IMetaTriangleSelector) this this function may be called multiple 39 an IMetaTriangleSelector) this this function may be called multiple
40 times to retrieve all triangles. 40 times to retrieve all triangles.
41 \param triangles Array where the resulting triangles will be 41 \param triangles Array where the resulting triangles will be
42 written to. 42 written to.
43 \param arraySize Size of the target array. 43 \param arraySize Size of the target array.
44 \param outTriangleCount: Amount of triangles which have been written 44 \param outTriangleCount: Amount of triangles which have been written
45 into the array. 45 into the array.
46 \param transform Pointer to matrix for transforming the triangles 46 \param transform Pointer to matrix for transforming the triangles
47 before they are returned. Useful for example to scale all triangles 47 before they are returned. Useful for example to scale all triangles
48 down into an ellipsoid space. If this pointer is null, no 48 down into an ellipsoid space. If this pointer is null, no
49 transformation will be done. */ 49 transformation will be done. */
50 virtual void getTriangles(core::triangle3df* triangles, s32 arraySize, 50 virtual void getTriangles(core::triangle3df* triangles, s32 arraySize,
51 s32& outTriangleCount, const core::matrix4* transform=0) const = 0; 51 s32& outTriangleCount, const core::matrix4* transform=0) const = 0;
52 52
53 //! Gets the triangles for one associated node which may lie within a specific bounding box. 53 //! Gets the triangles for one associated node which may lie within a specific bounding box.
54 /** 54 /**
55 This returns all triangles for one scene node associated with this 55 This returns all triangles for one scene node associated with this
56 selector. If there is more than one scene node associated (e.g. for 56 selector. If there is more than one scene node associated (e.g. for
57 an IMetaTriangleSelector) this this function may be called multiple 57 an IMetaTriangleSelector) this this function may be called multiple
58 times to retrieve all triangles. 58 times to retrieve all triangles.
59 59
60 This method will return at least the triangles that intersect the box, 60 This method will return at least the triangles that intersect the box,
61 but may return other triangles as well. 61 but may return other triangles as well.
62 \param triangles Array where the resulting triangles will be written 62 \param triangles Array where the resulting triangles will be written
63 to. 63 to.
64 \param arraySize Size of the target array. 64 \param arraySize Size of the target array.
65 \param outTriangleCount Amount of triangles which have been written 65 \param outTriangleCount Amount of triangles which have been written
66 into the array. 66 into the array.
67 \param box Only triangles which are in this axis aligned bounding box 67 \param box Only triangles which are in this axis aligned bounding box
68 will be written into the array. 68 will be written into the array.
69 \param transform Pointer to matrix for transforming the triangles 69 \param transform Pointer to matrix for transforming the triangles
70 before they are returned. Useful for example to scale all triangles 70 before they are returned. Useful for example to scale all triangles
71 down into an ellipsoid space. If this pointer is null, no 71 down into an ellipsoid space. If this pointer is null, no
72 transformation will be done. */ 72 transformation will be done. */
73 virtual void getTriangles(core::triangle3df* triangles, s32 arraySize, 73 virtual void getTriangles(core::triangle3df* triangles, s32 arraySize,
74 s32& outTriangleCount, const core::aabbox3d<f32>& box, 74 s32& outTriangleCount, const core::aabbox3d<f32>& box,
75 const core::matrix4* transform=0) const = 0; 75 const core::matrix4* transform=0) const = 0;
76 76
77 //! Gets the triangles for one associated node which have or may have contact with a 3d line. 77 //! Gets the triangles for one associated node which have or may have contact with a 3d line.
78 /** 78 /**
79 This returns all triangles for one scene node associated with this 79 This returns all triangles for one scene node associated with this
80 selector. If there is more than one scene node associated (e.g. for 80 selector. If there is more than one scene node associated (e.g. for
81 an IMetaTriangleSelector) this this function may be called multiple 81 an IMetaTriangleSelector) this this function may be called multiple
82 times to retrieve all triangles. 82 times to retrieve all triangles.
83 83
84 Please note that unoptimized triangle selectors also may return 84 Please note that unoptimized triangle selectors also may return
85 triangles which are not in contact at all with the 3d line. 85 triangles which are not in contact at all with the 3d line.
86 \param triangles Array where the resulting triangles will be written 86 \param triangles Array where the resulting triangles will be written
87 to. 87 to.
88 \param arraySize Size of the target array. 88 \param arraySize Size of the target array.
89 \param outTriangleCount Amount of triangles which have been written 89 \param outTriangleCount Amount of triangles which have been written
90 into the array. 90 into the array.
91 \param line Only triangles which may be in contact with this 3d line 91 \param line Only triangles which may be in contact with this 3d line
92 will be written into the array. 92 will be written into the array.
93 \param transform Pointer to matrix for transforming the triangles 93 \param transform Pointer to matrix for transforming the triangles
94 before they are returned. Useful for example to scale all triangles 94 before they are returned. Useful for example to scale all triangles
95 down into an ellipsoid space. If this pointer is null, no 95 down into an ellipsoid space. If this pointer is null, no
96 transformation will be done. */ 96 transformation will be done. */
97 virtual void getTriangles(core::triangle3df* triangles, s32 arraySize, 97 virtual void getTriangles(core::triangle3df* triangles, s32 arraySize,
98 s32& outTriangleCount, const core::line3d<f32>& line, 98 s32& outTriangleCount, const core::line3d<f32>& line,
99 const core::matrix4* transform=0) const = 0; 99 const core::matrix4* transform=0) const = 0;
100 100
101 //! Get scene node associated with a given triangle. 101 //! Get scene node associated with a given triangle.
102 /** 102 /**
103 This allows to find which scene node (potentially of several) is 103 This allows to find which scene node (potentially of several) is
104 associated with a specific triangle. 104 associated with a specific triangle.
105 105
106 \param triangleIndex: the index of the triangle for which you want to find 106 \param triangleIndex: the index of the triangle for which you want to find
107 the associated scene node. 107 the associated scene node.
108 \return The scene node associated with that triangle. 108 \return The scene node associated with that triangle.
109 */ 109 */
110 virtual ISceneNode* getSceneNodeForTriangle(u32 triangleIndex) const = 0; 110 virtual ISceneNode* getSceneNodeForTriangle(u32 triangleIndex) const = 0;
111 111
112 //! Get number of TriangleSelectors that are part of this one 112 //! Get number of TriangleSelectors that are part of this one
113 /** Only useful for MetaTriangleSelector, others return 1 113 /** Only useful for MetaTriangleSelector, others return 1
114 */ 114 */
115 virtual u32 getSelectorCount() const = 0; 115 virtual u32 getSelectorCount() const = 0;
116 116
117 //! Get TriangleSelector based on index based on getSelectorCount 117 //! Get TriangleSelector based on index based on getSelectorCount
118 /** Only useful for MetaTriangleSelector, others return 'this' or 0 118 /** Only useful for MetaTriangleSelector, others return 'this' or 0
119 */ 119 */
120 virtual ITriangleSelector* getSelector(u32 index) = 0; 120 virtual ITriangleSelector* getSelector(u32 index) = 0;
121 121
122 //! Get TriangleSelector based on index based on getSelectorCount 122 //! Get TriangleSelector based on index based on getSelectorCount
123 /** Only useful for MetaTriangleSelector, others return 'this' or 0 123 /** Only useful for MetaTriangleSelector, others return 'this' or 0
124 */ 124 */
125 virtual const ITriangleSelector* getSelector(u32 index) const = 0; 125 virtual const ITriangleSelector* getSelector(u32 index) const = 0;
126}; 126};
127 127
128} // end namespace scene 128} // end namespace scene
129} // end namespace irr 129} // end namespace irr
130 130
131#endif 131#endif