2020-01-03 20:05:16 +01:00
|
|
|
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
|
|
|
// This file is part of the "Irrlicht Engine".
|
|
|
|
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
|
|
|
|
2021-08-27 21:20:42 +02:00
|
|
|
#ifndef IRR_I_TRIANGLE_SELECTOR_H_INCLUDED
|
|
|
|
#define IRR_I_TRIANGLE_SELECTOR_H_INCLUDED
|
2020-01-03 20:05:16 +01:00
|
|
|
|
|
|
|
#include "IReferenceCounted.h"
|
|
|
|
#include "triangle3d.h"
|
|
|
|
#include "aabbox3d.h"
|
|
|
|
#include "matrix4.h"
|
|
|
|
#include "line3d.h"
|
|
|
|
#include "irrArray.h"
|
|
|
|
|
|
|
|
namespace irr
|
|
|
|
{
|
|
|
|
namespace scene
|
|
|
|
{
|
|
|
|
|
|
|
|
class ISceneNode;
|
|
|
|
class ITriangleSelector;
|
|
|
|
class IMeshBuffer;
|
|
|
|
|
|
|
|
//! Additional information about the triangle arrays returned by ITriangleSelector::getTriangles
|
|
|
|
/** ITriangleSelector are free to fill out this information fully, partly or ignore it.
|
|
|
|
Usually they will try to fill it when they can and set values to 0 otherwise.
|
|
|
|
*/
|
|
|
|
struct SCollisionTriangleRange
|
|
|
|
{
|
|
|
|
SCollisionTriangleRange()
|
|
|
|
: RangeStart(0), RangeSize(0)
|
|
|
|
, Selector(0), SceneNode(0)
|
|
|
|
, MeshBuffer(0), MaterialIndex(0)
|
|
|
|
{}
|
|
|
|
|
|
|
|
//! Check if this triangle index inside the range
|
|
|
|
/**
|
|
|
|
\param triangleIndex Index to an element inside the array of triangles returned by ITriangleSelector::getTriangles
|
|
|
|
*/
|
|
|
|
bool isIndexInRange(irr::u32 triangleIndex) const
|
|
|
|
{
|
|
|
|
return triangleIndex >= RangeStart && triangleIndex < RangeStart+RangeSize;
|
|
|
|
}
|
|
|
|
|
|
|
|
//! First index in the returned triangle array for which this struct is valid
|
|
|
|
irr::u32 RangeStart;
|
|
|
|
|
|
|
|
//! Number of elements in the returned triangle array for which this struct is valid (starting with RangeStart)
|
|
|
|
irr::u32 RangeSize;
|
|
|
|
|
|
|
|
//! Real selector which contained those triangles (useful when working with MetaTriangleSelector)
|
2022-05-15 18:02:08 +02:00
|
|
|
const ITriangleSelector* Selector;
|
2020-01-03 20:05:16 +01:00
|
|
|
|
|
|
|
//! SceneNode from which the triangles are from
|
|
|
|
ISceneNode* SceneNode;
|
|
|
|
|
|
|
|
//! Meshbuffer from which the triangles are from
|
|
|
|
//! Is 0 when the ITriangleSelector doesn't support meshbuffer selection
|
|
|
|
const IMeshBuffer* MeshBuffer;
|
|
|
|
|
|
|
|
//! Index of selected material in the SceneNode. Usually only valid when MeshBuffer is also set, otherwise always 0
|
|
|
|
irr::u32 MaterialIndex;
|
|
|
|
};
|
|
|
|
|
|
|
|
//! Interface to return triangles with specific properties.
|
|
|
|
/** Every ISceneNode may have a triangle selector, available with
|
|
|
|
ISceneNode::getTriangleSelector() 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:
|
|
|
|
|
|
|
|
//! Get 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.
|
|
|
|
\param useNodeTransform When the selector has a node then transform the
|
|
|
|
triangles by that node's transformation matrix.
|
|
|
|
\param outTriangleInfo When a pointer to an array is passed then that
|
|
|
|
array is filled with additional information about the returned triangles.
|
|
|
|
One element of SCollisionTriangleRange added for each range of triangles which
|
|
|
|
has distinguishable information. For example one range per meshbuffer.
|
|
|
|
*/
|
|
|
|
virtual void getTriangles(core::triangle3df* triangles, s32 arraySize,
|
|
|
|
s32& outTriangleCount, const core::matrix4* transform=0,
|
|
|
|
bool useNodeTransform=true,
|
|
|
|
irr::core::array<SCollisionTriangleRange>* outTriangleInfo=0) const = 0;
|
|
|
|
|
|
|
|
//! Gets the triangles for one associated node which 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.
|
|
|
|
\param useNodeTransform When the selector has a node then transform the
|
|
|
|
triangles by that node's transformation matrix.
|
|
|
|
\param outTriangleInfo When a pointer to an array is passed then that
|
|
|
|
array is filled with additional information about the returned triangles.
|
|
|
|
One element of SCollisionTriangleRange added for each range of triangles which
|
|
|
|
has distinguishable information. For example one range per meshbuffer. */
|
|
|
|
virtual void getTriangles(core::triangle3df* triangles, s32 arraySize,
|
|
|
|
s32& outTriangleCount, const core::aabbox3d<f32>& box,
|
|
|
|
const core::matrix4* transform=0, bool useNodeTransform=true,
|
|
|
|
irr::core::array<SCollisionTriangleRange>* outTriangleInfo=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.
|
|
|
|
\param useNodeTransform When the selector has a node then transform the
|
|
|
|
triangles by that node's transformation matrix.
|
|
|
|
\param outTriangleInfo When a pointer to an array is passed then that
|
|
|
|
array is filled with additional information about the returned triangles.
|
|
|
|
One element of SCollisionTriangleRange added for each range of triangles which
|
|
|
|
has distinguishable information. For example one range per meshbuffer. */
|
|
|
|
virtual void getTriangles(core::triangle3df* triangles, s32 arraySize,
|
|
|
|
s32& outTriangleCount, const core::line3d<f32>& line,
|
|
|
|
const core::matrix4* transform=0, bool useNodeTransform=true,
|
|
|
|
irr::core::array<SCollisionTriangleRange>* outTriangleInfo=0) const = 0;
|
|
|
|
|
|
|
|
//! Get number of TriangleSelectors that are part of this one
|
|
|
|
/** Only useful for MetaTriangleSelector, others return 1
|
|
|
|
*/
|
|
|
|
virtual u32 getSelectorCount() const = 0;
|
|
|
|
|
|
|
|
//! Get TriangleSelector based on index based on getSelectorCount
|
|
|
|
/** Only useful for MetaTriangleSelector, others return 'this' or 0
|
|
|
|
*/
|
|
|
|
virtual ITriangleSelector* getSelector(u32 index) = 0;
|
|
|
|
|
|
|
|
//! Get TriangleSelector based on index based on getSelectorCount
|
|
|
|
/** Only useful for MetaTriangleSelector, others return 'this' or 0
|
|
|
|
*/
|
|
|
|
virtual const ITriangleSelector* getSelector(u32 index) const = 0;
|
|
|
|
|
|
|
|
//! Get scene node associated with a given triangle.
|
|
|
|
/** With CMetaTriangleSelector-selectors it's possible to find out a node
|
|
|
|
belonging to a certain triangle index.
|
|
|
|
NOTE: triangleIndex has nothing to do with the order of triangles returned by getTriangles functions!
|
|
|
|
So you can _not_ use this function to find out anything about to which node returned triangles belong.
|
|
|
|
Use STriangleCollisionInfo struct for that.
|
|
|
|
\param triangleIndex: the index of the triangle for which you want to find.
|
|
|
|
\return The scene node associated with that triangle.
|
|
|
|
*/
|
|
|
|
virtual ISceneNode* getSceneNodeForTriangle(u32 triangleIndex) const = 0;
|
|
|
|
};
|
|
|
|
|
|
|
|
} // end namespace scene
|
|
|
|
} // end namespace irr
|
|
|
|
|
|
|
|
#endif
|