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https://github.com/TorqueGameEngines/Torque3D.git
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Many instances where we would create a object via a new call, and then check that it was non-null. This is redundant, as if we ever were in a situation where new failed, we'd be crashing left and right already, so the additional check is wasted processing.
183 lines
4.4 KiB
C++
183 lines
4.4 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2013 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "recastPolyList.h"
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#include "platform/platform.h"
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#include "gfx/gfxDevice.h"
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#include "gfx/primBuilder.h"
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#include "gfx/gfxStateBlock.h"
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RecastPolyList::RecastPolyList()
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{
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nverts = 0;
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verts = NULL;
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vertcap = 0;
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ntris = 0;
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tris = NULL;
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tricap = 0;
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vidx = 0;
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}
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RecastPolyList::~RecastPolyList()
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{
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clear();
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}
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void RecastPolyList::clear()
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{
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nverts = 0;
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delete[] verts;
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verts = NULL;
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vertcap = 0;
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ntris = 0;
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delete[] tris;
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tris = NULL;
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tricap = 0;
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}
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bool RecastPolyList::isEmpty() const
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{
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return getTriCount() == 0;
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}
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U32 RecastPolyList::addPoint(const Point3F &p)
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{
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// If we've reached the vertex cap, double the array size.
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if(nverts == vertcap)
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{
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// vertcap starts at 64, otherwise it doubles.
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if(vertcap == 0) vertcap = 16;
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else vertcap *= 2;
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// Allocate new vertex storage.
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F32 *newverts = new F32[vertcap*3];
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dMemcpy(newverts, verts, nverts*3 * sizeof(F32));
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dFree(verts);
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verts = newverts;
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}
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Point3F v = p;
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v.convolve(mScale);
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mMatrix.mulP(v);
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// Insert the new vertex.
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verts[nverts*3] = v.x;
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verts[nverts*3+1] = v.z;
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verts[nverts*3+2] = -v.y;
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// Return nverts before incrementing it.
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return nverts++;
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}
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U32 RecastPolyList::addPlane(const PlaneF &plane)
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{
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planes.increment();
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mPlaneTransformer.transform(plane, planes.last());
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return planes.size() - 1;
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}
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void RecastPolyList::begin(BaseMatInstance *material, U32 surfaceKey)
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{
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vidx = 0;
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// If we've reached the tri cap, grow the array.
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if(ntris == tricap)
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{
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if(tricap == 0) tricap = 16;
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else tricap *= 2;
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// Allocate new vertex storage.
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S32 *newtris = new S32[tricap*3];
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dMemcpy(newtris, tris, ntris*3 * sizeof(S32));
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dFree(tris);
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tris = newtris;
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}
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}
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void RecastPolyList::plane(U32 v1, U32 v2, U32 v3)
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{
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}
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void RecastPolyList::plane(const PlaneF& p)
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{
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}
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void RecastPolyList::plane(const U32 index)
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{
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}
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void RecastPolyList::vertex(U32 vi)
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{
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if(vidx == 3)
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return;
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tris[ntris*3+2-vidx] = vi;
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vidx++;
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}
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void RecastPolyList::end()
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{
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ntris++;
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}
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U32 RecastPolyList::getVertCount() const
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{
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return nverts;
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}
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const F32 *RecastPolyList::getVerts() const
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{
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return verts;
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}
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U32 RecastPolyList::getTriCount() const
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{
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return ntris;
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}
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const S32 *RecastPolyList::getTris() const
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{
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return tris;
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}
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void RecastPolyList::renderWire() const
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{
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GFXStateBlockDesc desc;
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desc.setCullMode(GFXCullNone);
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desc.setZReadWrite(false, false);
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//desc.setBlend(true);
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GFXStateBlockRef sb = GFX->createStateBlock(desc);
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GFX->setStateBlock(sb);
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PrimBuild::color3i(255, 0, 255);
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for(U32 t = 0; t < getTriCount(); t++)
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{
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PrimBuild::begin(GFXLineStrip, 4);
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PrimBuild::vertex3f(verts[tris[t*3]*3], -verts[tris[t*3]*3+2], verts[tris[t*3]*3+1]);
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PrimBuild::vertex3f(verts[tris[t*3+1]*3], -verts[tris[t*3+1]*3+2], verts[tris[t*3+1]*3+1]);
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PrimBuild::vertex3f(verts[tris[t*3+2]*3], -verts[tris[t*3+2]*3+2], verts[tris[t*3+2]*3+1]);
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PrimBuild::vertex3f(verts[tris[t*3]*3], -verts[tris[t*3]*3+2], verts[tris[t*3]*3+1]);
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PrimBuild::end();
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}
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}
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