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