Changed: Removed old vertex array boundingbox declaration, forced usage of temporary vector array in initial boundingbox calculations.

This commit is contained in:
Foxar
2020-12-21 19:05:33 +01:00
parent 02d7916925
commit 586fe136ea
4 changed files with 8 additions and 10 deletions
+7 -3
View File
@@ -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);
}