mirror of
https://github.com/minetest/irrlicht.git
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272 lines
7.3 KiB
C++
272 lines
7.3 KiB
C++
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// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#include "IrrCompileConfig.h"
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#ifdef _IRR_COMPILE_WITH_TERRAIN_SCENENODE_
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#include "CTerrainTriangleSelector.h"
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#include "CTerrainSceneNode.h"
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#include "os.h"
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namespace irr
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{
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namespace scene
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{
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//! constructor
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CTerrainTriangleSelector::CTerrainTriangleSelector ( ITerrainSceneNode* node, s32 LOD )
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: SceneNode(node)
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{
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#ifdef _DEBUG
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setDebugName ("CTerrainTriangleSelector");
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#endif
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setTriangleData(node, LOD);
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}
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//! destructor
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CTerrainTriangleSelector::~CTerrainTriangleSelector()
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{
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TrianglePatches.TrianglePatchArray.clear();
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}
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//! Clears and sets triangle data
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void CTerrainTriangleSelector::setTriangleData(ITerrainSceneNode* node, s32 LOD)
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{
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// Get pointer to the GeoMipMaps vertices
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const video::S3DVertex2TCoords* vertices = static_cast<const video::S3DVertex2TCoords*>(node->getRenderBuffer()->getVertices());
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// Clear current data
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const s32 count = (static_cast<CTerrainSceneNode*>(node))->TerrainData.PatchCount;
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TrianglePatches.TotalTriangles = 0;
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TrianglePatches.NumPatches = count*count;
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TrianglePatches.TrianglePatchArray.reallocate(TrianglePatches.NumPatches);
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for (s32 o=0; o<TrianglePatches.NumPatches; ++o)
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TrianglePatches.TrianglePatchArray.push_back(SGeoMipMapTrianglePatch());
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core::triangle3df tri;
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core::array<u32> indices;
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s32 tIndex = 0;
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for(s32 x = 0; x < count; ++x )
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{
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for(s32 z = 0; z < count; ++z )
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{
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TrianglePatches.TrianglePatchArray[tIndex].NumTriangles = 0;
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TrianglePatches.TrianglePatchArray[tIndex].Box = node->getBoundingBox( x, z );
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u32 indexCount = node->getIndicesForPatch( indices, x, z, LOD );
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TrianglePatches.TrianglePatchArray[tIndex].Triangles.reallocate(indexCount/3);
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for(u32 i = 0; i < indexCount; i += 3 )
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{
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tri.pointA = vertices[indices[i+0]].Pos;
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tri.pointB = vertices[indices[i+1]].Pos;
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tri.pointC = vertices[indices[i+2]].Pos;
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TrianglePatches.TrianglePatchArray[tIndex].Triangles.push_back(tri);
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++TrianglePatches.TrianglePatchArray[tIndex].NumTriangles;
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}
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TrianglePatches.TotalTriangles += TrianglePatches.TrianglePatchArray[tIndex].NumTriangles;
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++tIndex;
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}
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}
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}
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//! Gets all triangles.
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void CTerrainTriangleSelector::getTriangles(core::triangle3df* triangles,
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s32 arraySize, s32& outTriangleCount,
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const core::matrix4* transform, bool useNodeTransform,
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irr::core::array<SCollisionTriangleRange>* outTriangleInfo) const
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{
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s32 count = TrianglePatches.TotalTriangles;
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if (count > arraySize)
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count = arraySize;
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core::matrix4 mat;
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if (transform)
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mat = (*transform);
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s32 tIndex = 0;
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for (s32 i=0; i<TrianglePatches.NumPatches; ++i)
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{
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if (tIndex + TrianglePatches.TrianglePatchArray[i].NumTriangles <= count)
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for (s32 j=0; j<TrianglePatches.TrianglePatchArray[i].NumTriangles; ++j)
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{
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triangles[tIndex] = TrianglePatches.TrianglePatchArray[i].Triangles[j];
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mat.transformVect(triangles[tIndex].pointA);
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mat.transformVect(triangles[tIndex].pointB);
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mat.transformVect(triangles[tIndex].pointC);
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++tIndex;
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}
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}
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if ( outTriangleInfo )
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{
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SCollisionTriangleRange triRange;
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triRange.RangeSize = tIndex;
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triRange.Selector = const_cast<CTerrainTriangleSelector*>(this);
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triRange.SceneNode = SceneNode;
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outTriangleInfo->push_back(triRange);
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}
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outTriangleCount = tIndex;
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}
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//! Gets all triangles which lie within a specific bounding box.
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void CTerrainTriangleSelector::getTriangles(core::triangle3df* triangles,
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s32 arraySize, s32& outTriangleCount,
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const core::aabbox3d<f32>& box,
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const core::matrix4* transform, bool useNodeTransform,
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irr::core::array<SCollisionTriangleRange>* outTriangleInfo) const
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{
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s32 count = TrianglePatches.TotalTriangles;
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if (count > arraySize)
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count = arraySize;
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core::matrix4 mat;
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if (transform)
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mat = (*transform);
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s32 tIndex = 0;
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for (s32 i=0; i<TrianglePatches.NumPatches; ++i)
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{
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if (tIndex + TrianglePatches.TrianglePatchArray[i].NumTriangles <= count &&
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TrianglePatches.TrianglePatchArray[i].Box.intersectsWithBox(box))
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for (s32 j=0; j<TrianglePatches.TrianglePatchArray[i].NumTriangles; ++j)
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{
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triangles[tIndex] = TrianglePatches.TrianglePatchArray[i].Triangles[j];
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mat.transformVect(triangles[tIndex].pointA);
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mat.transformVect(triangles[tIndex].pointB);
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mat.transformVect(triangles[tIndex].pointC);
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++tIndex;
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}
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}
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if ( outTriangleInfo )
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{
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SCollisionTriangleRange triRange;
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triRange.RangeSize = tIndex;
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triRange.Selector = const_cast<CTerrainTriangleSelector*>(this);
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triRange.SceneNode = SceneNode;
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outTriangleInfo->push_back(triRange);
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}
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outTriangleCount = tIndex;
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}
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//! Gets all triangles which have or may have contact with a 3d line.
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void CTerrainTriangleSelector::getTriangles(core::triangle3df* triangles,
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s32 arraySize, s32& outTriangleCount, const core::line3d<f32>& line,
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const core::matrix4* transform, bool useNodeTransform,
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irr::core::array<SCollisionTriangleRange>* outTriangleInfo) const
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{
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const s32 count = core::min_((s32)TrianglePatches.TotalTriangles, arraySize);
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core::matrix4 mat;
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if (transform)
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mat = (*transform);
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s32 tIndex = 0;
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for (s32 i=0; i<TrianglePatches.NumPatches; ++i)
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{
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if (tIndex + TrianglePatches.TrianglePatchArray[i].NumTriangles <= count
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&& TrianglePatches.TrianglePatchArray[i].Box.intersectsWithLine(line))
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{
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for (s32 j=0; j<TrianglePatches.TrianglePatchArray[i].NumTriangles; ++j)
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{
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triangles[tIndex] = TrianglePatches.TrianglePatchArray[i].Triangles[j];
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mat.transformVect(triangles[tIndex].pointA);
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mat.transformVect(triangles[tIndex].pointB);
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mat.transformVect(triangles[tIndex].pointC);
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++tIndex;
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}
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}
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}
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if ( outTriangleInfo )
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{
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SCollisionTriangleRange triRange;
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triRange.RangeSize = tIndex;
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triRange.Selector = const_cast<CTerrainTriangleSelector*>(this);
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triRange.SceneNode = SceneNode;
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outTriangleInfo->push_back(triRange);
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}
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outTriangleCount = tIndex;
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}
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//! Returns amount of all available triangles in this selector
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s32 CTerrainTriangleSelector::getTriangleCount() const
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{
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return TrianglePatches.TotalTriangles;
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}
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ISceneNode* CTerrainTriangleSelector::getSceneNodeForTriangle(
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u32 triangleIndex) const
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{
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return SceneNode;
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}
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/* Get the number of TriangleSelectors that are part of this one.
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Only useful for MetaTriangleSelector others return 1
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*/
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u32 CTerrainTriangleSelector::getSelectorCount() const
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{
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return 1;
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}
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/* Get the TriangleSelector based on index based on getSelectorCount.
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Only useful for MetaTriangleSelector others return 'this' or 0
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*/
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ITriangleSelector* CTerrainTriangleSelector::getSelector(u32 index)
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{
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if (index)
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return 0;
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else
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return this;
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}
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/* Get the TriangleSelector based on index based on getSelectorCount.
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Only useful for MetaTriangleSelector others return 'this' or 0
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*/
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const ITriangleSelector* CTerrainTriangleSelector::getSelector(u32 index) const
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{
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if (index)
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return 0;
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else
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return this;
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}
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} // end namespace scene
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} // end namespace irr
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#endif // _IRR_COMPILE_WITH_TERRAIN_SCENENODE_
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