Changed: Removed old vertex array boundingbox declaration, forced usage of temporary vector array in initial boundingbox calculations.
This commit is contained in:
@@ -145,8 +145,6 @@ public:
|
||||
void calculateBoundingBoxes();
|
||||
|
||||
private:
|
||||
/** Deprecated. It is advised to use BoundingBox class instead. */
|
||||
Vector3 boundingBox[8];
|
||||
BoundingBox *boundingBoxObj;
|
||||
u8 _areSTsAllocated,
|
||||
_areVerticesAllocated,
|
||||
|
||||
@@ -125,7 +125,6 @@ public:
|
||||
u8 isInFrustum(Plane *t_frustumPlanes, const Vector3 &position);
|
||||
|
||||
private:
|
||||
Vector3 boundingBox[8];
|
||||
BoundingBox *boundingBoxObj;
|
||||
u32 facesCount, id;
|
||||
u32 *vertexFaces, *stFaces, *normalFaces;
|
||||
|
||||
@@ -94,6 +94,7 @@ void MeshFrame::allocateMaterials(const u32 &t_val)
|
||||
|
||||
void MeshFrame::calculateBoundingBoxes()
|
||||
{
|
||||
Vector3 boundingBox[8];
|
||||
if (!_areVerticesAllocated)
|
||||
{
|
||||
PRINT_ERR("Can't calculate bounding box, because vertices were not allocated!");
|
||||
@@ -134,10 +135,6 @@ void MeshFrame::calculateBoundingBoxes()
|
||||
boundingBox[7].set(hiX, hiY, hiZ);
|
||||
_isBoundingBoxCalculated = true;
|
||||
|
||||
//Function temporarily is a hybrid between old Vector3[8] boundingbox and
|
||||
//the new class implementation. Upon confirmation that new implementation
|
||||
//works correctly, delete the old code.
|
||||
|
||||
//BoundingBox is declared on the heap to prevent any ill-formed default
|
||||
//constructor instantiated BoundingBox objects.
|
||||
boundingBoxObj = new BoundingBox(boundingBox);
|
||||
|
||||
@@ -83,9 +83,9 @@ u8 MeshMaterial::isInFrustum(Plane *t_frustumPlanes, const Vector3 &position)
|
||||
for (u8 y = 0; y < 8 && (boxIn == 0 || boxOut == 0); y++)
|
||||
{
|
||||
boxCalcTemp.set(
|
||||
boundingBox[y].x + position.x,
|
||||
boundingBox[y].y + position.y,
|
||||
boundingBox[y].z + position.z);
|
||||
boundingBoxObj->getVertices()[y].x + position.x,
|
||||
boundingBoxObj->getVertices()[y].y + position.y,
|
||||
boundingBoxObj->getVertices()[y].z + position.z);
|
||||
if (t_frustumPlanes[i].distanceTo(boxCalcTemp) < 0)
|
||||
boxOut++;
|
||||
else
|
||||
@@ -102,6 +102,7 @@ u8 MeshMaterial::isInFrustum(Plane *t_frustumPlanes, const Vector3 &position)
|
||||
|
||||
void MeshMaterial::calculateBoundingBox(Vector3 *t_vertices, u32 t_vertCount)
|
||||
{
|
||||
Vector3 boundingBox[8];
|
||||
float lowX, lowY, lowZ, hiX, hiY, hiZ;
|
||||
lowX = hiX = t_vertices[vertexFaces[0]].x;
|
||||
lowY = hiY = t_vertices[vertexFaces[0]].y;
|
||||
@@ -133,5 +134,8 @@ void MeshMaterial::calculateBoundingBox(Vector3 *t_vertices, u32 t_vertCount)
|
||||
boundingBox[6].set(hiX, hiY, lowZ);
|
||||
boundingBox[7].set(hiX, hiY, hiZ);
|
||||
_isBoundingBoxCalculated = true;
|
||||
|
||||
//BoundingBox is declared on the heap to prevent any ill-formed default
|
||||
//constructor instantiated BoundingBox objects.
|
||||
boundingBoxObj = new BoundingBox(boundingBox);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user