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1// Copyright (C) 2002-2012 Nikolaus Gebhardt
2// This file is part of the "Irrlicht Engine".
3// For conditions of distribution and use, see copyright notice in irrlicht.h
4
5#ifndef __I_TRIANGLE_SELECTOR_H_INCLUDED__
6#define __I_TRIANGLE_SELECTOR_H_INCLUDED__
7
8#include "IReferenceCounted.h"
9#include "triangle3d.h"
10#include "aabbox3d.h"
11#include "matrix4.h"
12#include "line3d.h"
13
14namespace irr
15{
16namespace scene
17{
18
19class ISceneNode;
20
21//! Interface to return triangles with specific properties.
22/** Every ISceneNode may have a triangle selector, available with
23ISceneNode::getTriangleScelector() or ISceneManager::createTriangleSelector.
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
26can get all triangles of the scene node in this area with the
27ITriangleSelector easily and check every triangle if it collided. */
28class ITriangleSelector : public virtual IReferenceCounted
29{
30public:
31
32 //! Get amount of all available triangles in this selector
33 virtual s32 getTriangleCount() const = 0;
34
35 //! Gets the triangles for one associated node.
36 /**
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
39 an IMetaTriangleSelector) this this function may be called multiple
40 times to retrieve all triangles.
41 \param triangles Array where the resulting triangles will be
42 written to.
43 \param arraySize Size of the target array.
44 \param outTriangleCount: Amount of triangles which have been written
45 into the array.
46 \param transform Pointer to matrix for transforming the 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
49 transformation will be done. */
50 virtual void getTriangles(core::triangle3df* triangles, s32 arraySize,
51 s32& outTriangleCount, const core::matrix4* transform=0) const = 0;
52
53 //! Gets the triangles for one associated node which may lie within a specific bounding box.
54 /**
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
57 an IMetaTriangleSelector) this this function may be called multiple
58 times to retrieve all triangles.
59
60 This method will return at least the triangles that intersect the box,
61 but may return other triangles as well.
62 \param triangles Array where the resulting triangles will be written
63 to.
64 \param arraySize Size of the target array.
65 \param outTriangleCount Amount of triangles which have been written
66 into the array.
67 \param box Only triangles which are in this axis aligned bounding box
68 will be written into the array.
69 \param transform Pointer to matrix for transforming the 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
72 transformation will be done. */
73 virtual void getTriangles(core::triangle3df* triangles, s32 arraySize,
74 s32& outTriangleCount, const core::aabbox3d<f32>& box,
75 const core::matrix4* transform=0) const = 0;
76
77 //! Gets the triangles for one associated node which have or may have contact with a 3d line.
78 /**
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
81 an IMetaTriangleSelector) this this function may be called multiple
82 times to retrieve all triangles.
83
84 Please note that unoptimized triangle selectors also may return
85 triangles which are not in contact at all with the 3d line.
86 \param triangles Array where the resulting triangles will be written
87 to.
88 \param arraySize Size of the target array.
89 \param outTriangleCount Amount of triangles which have been written
90 into the array.
91 \param line Only triangles which may be in contact with this 3d line
92 will be written into the array.
93 \param transform Pointer to matrix for transforming the 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
96 transformation will be done. */
97 virtual void getTriangles(core::triangle3df* triangles, s32 arraySize,
98 s32& outTriangleCount, const core::line3d<f32>& line,
99 const core::matrix4* transform=0) const = 0;
100
101 //! Get scene node associated with a given triangle.
102 /**
103 This allows to find which scene node (potentially of several) is
104 associated with a specific triangle.
105
106 \param triangleIndex: the index of the triangle for which you want to find
107 the associated scene node.
108 \return The scene node associated with that triangle.
109 */
110 virtual ISceneNode* getSceneNodeForTriangle(u32 triangleIndex) const = 0;
111
112 //! Get number of TriangleSelectors that are part of this one
113 /** Only useful for MetaTriangleSelector, others return 1
114 */
115 virtual u32 getSelectorCount() const = 0;
116
117 //! Get TriangleSelector based on index based on getSelectorCount
118 /** Only useful for MetaTriangleSelector, others return 'this' or 0
119 */
120 virtual ITriangleSelector* getSelector(u32 index) = 0;
121
122 //! Get TriangleSelector based on index based on getSelectorCount
123 /** Only useful for MetaTriangleSelector, others return 'this' or 0
124 */
125 virtual const ITriangleSelector* getSelector(u32 index) const = 0;
126};
127
128} // end namespace scene
129} // end namespace irr
130
131#endif