Public Member Functions |
virtual const ISceneNode * | getSceneNodeForTriangle (u32 triangleIndex) const =0 |
| Return the scene node associated with a given triangle.
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virtual s32 | getTriangleCount () const =0 |
| Returns amount of all available triangles in this selector.
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virtual void | getTriangles (core::triangle3df *triangles, s32 arraySize, s32 &outTriangleCount, const core::matrix4 *transform=0) const =0 |
| Gets the triangles for one associated node.
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virtual void | getTriangles (core::triangle3df *triangles, s32 arraySize, s32 &outTriangleCount, const core::aabbox3d< f32 > &box, const core::matrix4 *transform=0) const =0 |
| Gets the triangles for one associated node which lie or may lie within a specific bounding box.
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virtual void | getTriangles (core::triangle3df *triangles, s32 arraySize, s32 &outTriangleCount, const core::line3d< f32 > &line, const core::matrix4 *transform=0) const =0 |
| Gets the triangles for one associated node which have or may have contact with a 3d line.
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virtual | ~ITriangleSelector () |
| Destructor.
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bool | drop () const |
| Drops the object. Decrements the reference counter by one.
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const c8 * | getDebugName () const |
| Returns the debug name of the object.
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s32 | getReferenceCount () const |
| Get the reference count.
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void | grab () const |
| Grabs the object. Increments the reference counter by one.
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| IReferenceCounted () |
| Constructor.
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virtual | ~IReferenceCounted () |
| Destructor.
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Interface to return triangles with specific properties.
Every ISceneNode may have a triangle selector, available with
ISceneNode::getTriangleScelector() 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.
Definition at line 28 of file ITriangleSelector.h.
Gets the triangles for one associated node which lie or 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.
- Parameters
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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. If this pointer is null, no transformation will be done. |