Nirtcpp 2.1.0
Nirtcpp is a high-performance c++ graphics engine.
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Interface to return triangles with specific properties. More...
#include <nirtcpp/core/engine/ITriangleSelector.hpp>
Public Member Functions | |
virtual s32 | getTriangleCount () const =0 |
Get amount of all available triangles in this selector. | |
virtual void | getTriangles (core::triangle3df *triangles, s32 arraySize, s32 &outTriangleCount, const core::matrix4 *transform=0, bool useNodeTransform=true, nirt::core::array< SCollisionTriangleRange > *outTriangleInfo=0) const =0 |
Gets the triangles for one associated node. | |
virtual void | getTriangles (core::triangle3df *triangles, s32 arraySize, s32 &outTriangleCount, const core::aabbox3d< f32 > &box, const core::matrix4 *transform=0, bool useNodeTransform=true, nirt::core::array< SCollisionTriangleRange > *outTriangleInfo=0) const =0 |
Gets the triangles for one associated node which may lie within a specific bounding box. | |
virtual void | getTriangles (core::triangle3df *triangles, s32 arraySize, s32 &outTriangleCount, const core::line3d< f32 > &line, const core::matrix4 *transform=0, bool useNodeTransform=true, nirt::core::array< SCollisionTriangleRange > *outTriangleInfo=0) const =0 |
Gets the triangles for one associated node which have or may have contact with a 3d line. | |
virtual u32 | getSelectorCount () const =0 |
Get number of TriangleSelectors that are part of this one. | |
virtual ITriangleSelector * | getSelector (u32 index)=0 |
Get TriangleSelector based on index based on getSelectorCount. | |
virtual const ITriangleSelector * | getSelector (u32 index) const =0 |
Get TriangleSelector based on index based on getSelectorCount. | |
virtual ISceneNode * | getSceneNodeForTriangle (u32 triangleIndex) const =0 |
Get scene node associated with a given triangle. | |
Public Member Functions inherited from nirt::IReferenceCounted | |
IReferenceCounted () | |
Constructor. | |
virtual | ~IReferenceCounted () |
Destructor. | |
void | grab () const |
Grabs the object. Increments the reference counter by one. | |
bool | drop () const |
Drops the object. Decrements the reference counter by one. | |
s32 | getReferenceCount () const |
Get the reference count. | |
const c8 * | getDebugName () const |
Returns the debug name of the object. | |
Additional Inherited Members | |
Protected Member Functions inherited from nirt::IReferenceCounted | |
void | setDebugName (const c8 *newName) |
Sets the debug name of the object. | |
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.
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pure virtual |
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 class for that.
triangleIndex | the index of the triangle for which you want to find. |
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pure virtual |
Get TriangleSelector based on index based on getSelectorCount.
Only useful for MetaTriangleSelector, others return 'this' or 0
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pure virtual |
Get TriangleSelector based on index based on getSelectorCount.
Only useful for MetaTriangleSelector, others return 'this' or 0
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pure virtual |
Get number of TriangleSelectors that are part of this one.
Only useful for MetaTriangleSelector, others return 1
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pure virtual |
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.
triangles | Array where the resulting triangles will be written to. |
arraySize | Size of the target array. |
outTriangleCount | Amount of triangles which have been written into the array. |
box | Only triangles which are in this axis aligned bounding box will be written into the array. |
transform | Pointer to matrix for transforming the triangles before they are returned. Useful for example to scale all triangles down into an ellipsoid space. |
useNodeTransform | When the selector has a node then transform the triangles by that node's transformation matrix. |
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. |
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pure virtual |
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.
triangles | Array where the resulting triangles will be written to. |
arraySize | Size of the target array. |
outTriangleCount | Amount of triangles which have been written into the array. |
line | Only triangles which may be in contact with this 3d line will be written into the array. |
transform | Pointer to matrix for transforming the triangles before they are returned. Useful for example to scale all triangles down into an ellipsoid space. |
useNodeTransform | When the selector has a node then transform the triangles by that node's transformation matrix. |
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. |
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pure virtual |
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.
triangles | Array where the resulting triangles will be written to. |
arraySize | Size of the target array. |
outTriangleCount | Amount of triangles which have been written into the array. |
transform | Pointer to matrix for transforming the triangles before they are returned. Useful for example to scale all triangles down into an ellipsoid space. |
useNodeTransform | When the selector has a node then transform the triangles by that node's transformation matrix. |
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. |