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📄 mgcspheretree.cpp

📁 3D Game Engine Design Source Code非常棒
💻 CPP
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// Magic Software, Inc.
// http://www.magic-software.com
// Copyright (c) 2000, All Rights Reserved
//
// Source code from Magic Software is supplied under the terms of a license
// agreement and may not be copied or disclosed except in accordance with the
// terms of that agreement.  The various license agreements may be found at
// the Magic Software web site.  This file is subject to the license
//
// FREE SOURCE CODE
// http://www.magic-software.com/License/free.pdf

#include "MgcContSphere.h"
#include "MgcLineFit.h"
#include "MgcRTLib.h"
#include "MgcSphereTree.h"

//----------------------------------------------------------------------------
MgcSphereTree::MgcSphereTree (unsigned short usVertexCount,
    const MgcVector3* akVertex, unsigned short usTriangleCount,
    const unsigned short* ausConnect, unsigned short usMaxTrisPerLeaf)
    :
    MgcBoundingVolumeTree(usVertexCount,akVertex,usTriangleCount,
        ausConnect,usMaxTrisPerLeaf,CreateBound)
{
}
//----------------------------------------------------------------------------
void MgcSphereTree::CreateBound (unsigned short usVertexCount,
    const MgcVector3* akVertex, const unsigned short* ausConnect,
    unsigned short usI0, unsigned short usI1, unsigned short* ausISplit,
    MgcBoundingVolume*& rkpBound, MgcVector3& rkOrigin,
    MgcVector3& rkDirection)
{
    // tag vertices that are used in the submesh
    bool* abValid = new bool[usVertexCount];
    memset(abValid,0,usVertexCount*sizeof(bool));
    for (unsigned short usT = usI0; usT <= usI1; usT++)
    {
        unsigned int iIndex = 3*ausISplit[usT];
        abValid[ausConnect[iIndex++]] = true;
        abValid[ausConnect[iIndex++]] = true;
        abValid[ausConnect[iIndex++]] = true;
    }

    MgcSphereBV* pkSphereBV = new MgcSphereBV;
    MgcContSphereAverage(usVertexCount,akVertex,abValid,
        pkSphereBV->m_kSphere);

    MgcOrthogonalLineFit(usVertexCount,akVertex,abValid,rkOrigin,rkDirection);
    delete[] abValid;

    rkpBound = pkSphereBV;
}
//----------------------------------------------------------------------------

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