mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
70 lines
2.2 KiB
C++
70 lines
2.2 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 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 "platform/platform.h"
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#include "collision/vertexPolyList.h"
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VertexPolyList::VertexPolyList()
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{
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VECTOR_SET_ASSOCIATION(mVertexList);
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mVertexList.reserve(100);
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mCurrObject = NULL;
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mBaseMatrix = MatrixF::Identity;
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mMatrix = MatrixF::Identity;
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mTransformMatrix = MatrixF::Identity;
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mScale.set(1.0f, 1.0f, 1.0f);
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mPlaneTransformer.setIdentity();
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mInterestNormalRegistered = false;
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}
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void VertexPolyList::clear()
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{
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mVertexList.clear();
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}
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const PlaneF& VertexPolyList::getIndexedPlane(const U32 index)
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{
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static const PlaneF dummy( 0, 0, 0, -1 );
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return dummy;
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}
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U32 VertexPolyList::addPoint( const Point3F &p )
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{
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// Apply the transform
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Point3F tp = p * mScale;
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mMatrix.mulP( tp );
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Vector<Point3F>::iterator iter = mVertexList.begin();
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for ( ; iter != mVertexList.end(); iter++ )
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{
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if ( iter->equal( tp ) )
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return iter - mVertexList.begin();
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}
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mVertexList.push_back( tp );
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return mVertexList.size() - 1;
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}
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