Torque3D/Engine/source/gui/worldEditor/tSelection.h
Areloch 5c688260d5 Issue found with PVS-Studio:
Many places utilize post-incrementation with iterators, but it's better performance to use pre-incrementation.

Resolved by changing the iter++ instances to ++iter;
2015-07-13 23:08:17 -05:00

91 lines
2.9 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _TSELECTION_H_
#define _TSELECTION_H_
#ifndef _TVECTOR_H_
#include "core/util/tVector.h"
#endif
#ifndef _MMATRIX_H_
#include "math/mMatrix.h"
#endif
template <class T>
class Selection : public Vector<T>
{
public:
// Use explicit specialization to define these for your type.
MatrixF getOrientation() { return MatrixF(); }
Point3F getOrigin() { return Point3F(); }
Point3F getScale() { return Point3F(); }
void offset( const Point3F &delta );
void rotate( const EulerF &delta );
void scale( const Point3F &delta );
protected:
// Use explicit specialization to define these for your type.
virtual void offsetObject( T &object, const Point3F &delta ) {}
virtual void rotateObject( T &object, const EulerF &delta, const Point3F &origin ) {}
virtual void scaleObject( T &object, const Point3F &delta ) {}
protected:
//Point3F mCentroid;
//Point3F mBoxCentroid;
//Box3F mBoxBounds;
//bool mCentroidValid;
};
template<class T> inline void Selection<T>::offset( const Point3F &delta )
{
typename Selection<T>::iterator itr = this->begin();
for (; itr != this->end(); ++itr)
offsetObject( *itr, delta );
}
template<class T> inline void Selection<T>::rotate( const EulerF &delta )
{
typename Selection<T>::iterator itr = this->begin();
Point3F origin = getOrigin();
for (; itr != this->end(); ++itr)
rotateObject( *itr, delta, origin );
}
template<class T> inline void Selection<T>::scale( const Point3F &delta )
{
// Can only scale a single selection.
if ( this->size() != 1 )
return;
scaleObject( this->mArray[0], delta );
}
#endif // _TSELECTION_H_