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@@ -302,13 +302,13 @@ template <class Type> NxI32 Array<Type>::IndexOf(Type t)
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NxI32 argmin(NxF32 a[],NxI32 n);
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-NxF32 sqr(NxF32 a);
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+NxF32 sqr(NxF32 a);
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NxF32 clampf(NxF32 a) ;
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NxF32 Round(NxF32 a,NxF32 precision);
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NxF32 Interpolate(const NxF32 &f0,const NxF32 &f1,NxF32 alpha) ;
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template <class T>
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-void Swap(T &a,T &b)
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+void Swap(T &a,T &b)
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{
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T tmp = a;
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a=b;
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@@ -318,13 +318,13 @@ void Swap(T &a,T &b)
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template <class T>
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-T Max(const T &a,const T &b)
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+T Max(const T &a,const T &b)
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{
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return (a>b)?a:b;
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}
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template <class T>
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-T Min(const T &a,const T &b)
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+T Min(const T &a,const T &b)
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{
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return (a<b)?a:b;
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}
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@@ -409,7 +409,7 @@ class float3x3 : public Memalloc
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const float3& operator[](NxI32 i) const {assert(i>=0&&i<3);return (&x)[i];}
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NxF32& operator()(NxI32 r, NxI32 c) {assert(r>=0&&r<3&&c>=0&&c<3);return ((&x)[r])[c];}
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const NxF32& operator()(NxI32 r, NxI32 c) const {assert(r>=0&&r<3&&c>=0&&c<3);return ((&x)[r])[c];}
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-};
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+};
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float3x3 Transpose( const float3x3& m );
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float3 operator*( const float3& v , const float3x3& m );
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float3 operator*( const float3x3& m , const float3& v );
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@@ -442,7 +442,7 @@ public:
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};
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-struct D3DXMATRIX;
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+struct D3DXMATRIX;
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class float4x4 : public Memalloc
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{
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@@ -450,9 +450,9 @@ class float4x4 : public Memalloc
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float4 x,y,z,w; // the 4 rows
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float4x4(){}
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float4x4(const float4 &_x, const float4 &_y, const float4 &_z, const float4 &_w):x(_x),y(_y),z(_z),w(_w){}
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- float4x4(NxF32 m00, NxF32 m01, NxF32 m02, NxF32 m03,
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- NxF32 m10, NxF32 m11, NxF32 m12, NxF32 m13,
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- NxF32 m20, NxF32 m21, NxF32 m22, NxF32 m23,
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+ float4x4(NxF32 m00, NxF32 m01, NxF32 m02, NxF32 m03,
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+ NxF32 m10, NxF32 m11, NxF32 m12, NxF32 m13,
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+ NxF32 m20, NxF32 m21, NxF32 m22, NxF32 m23,
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NxF32 m30, NxF32 m31, NxF32 m32, NxF32 m33 )
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:x(m00,m01,m02,m03),y(m10,m11,m12,m13),z(m20,m21,m22,m23),w(m30,m31,m32,m33){}
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NxF32& operator()(NxI32 r, NxI32 c) {assert(r>=0&&r<4&&c>=0&&c<4);return ((&x)[r])[c];}
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@@ -510,7 +510,7 @@ NxF32 dot( const Quaternion &a, const Quaternion &b );
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float3 operator*( const Quaternion& q, const float3& v );
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float3 operator*( const float3& v, const Quaternion& q );
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Quaternion slerp( Quaternion a, const Quaternion& b, NxF32 interp );
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-Quaternion Interpolate(const Quaternion &q0,const Quaternion &q1,NxF32 alpha);
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+Quaternion Interpolate(const Quaternion &q0,const Quaternion &q1,NxF32 alpha);
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Quaternion RotationArc(float3 v0, float3 v1 ); // returns quat q where q*v0=v1
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Quaternion Inverse(const Quaternion &q);
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float4x4 MatrixFromQuatVec(const Quaternion &q, const float3 &v);
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@@ -528,7 +528,7 @@ NxF32 Pitch( const float3& v );
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//------- Plane ----------
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-class Plane
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+class Plane
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{
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public:
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float3 normal;
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@@ -576,7 +576,7 @@ NxF32 Round(NxF32 a,NxF32 precision)
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}
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-NxF32 Interpolate(const NxF32 &f0,const NxF32 &f1,NxF32 alpha)
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+NxF32 Interpolate(const NxF32 &f0,const NxF32 &f1,NxF32 alpha)
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{
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return f0*(1-alpha) + f1*alpha;
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}
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@@ -585,11 +585,11 @@ NxF32 Interpolate(const NxF32 &f0,const NxF32 &f1,NxF32 alpha)
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NxI32 argmin(NxF32 a[],NxI32 n)
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{
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NxI32 r=0;
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- for(NxI32 i=1;i<n;i++)
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+ for(NxI32 i=1;i<n;i++)
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{
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- if(a[i]<a[r])
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+ if(a[i]<a[r])
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{
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- r = i;
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+ r = i;
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}
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}
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return r;
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@@ -601,49 +601,49 @@ NxI32 argmin(NxF32 a[],NxI32 n)
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-float3 operator+( const float3& a, const float3& b )
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+float3 operator+( const float3& a, const float3& b )
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{
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- return float3(a.x+b.x, a.y+b.y, a.z+b.z);
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+ return float3(a.x+b.x, a.y+b.y, a.z+b.z);
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}
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float3 operator-( const float3& a, const float3& b )
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{
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- return float3( a.x-b.x, a.y-b.y, a.z-b.z );
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+ return float3( a.x-b.x, a.y-b.y, a.z-b.z );
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}
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-float3 operator-( const float3& v )
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+float3 operator-( const float3& v )
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{
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- return float3( -v.x, -v.y, -v.z );
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+ return float3( -v.x, -v.y, -v.z );
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}
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-float3 operator*( const float3& v, NxF32 s )
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+float3 operator*( const float3& v, NxF32 s )
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{
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- return float3( v.x*s, v.y*s, v.z*s );
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+ return float3( v.x*s, v.y*s, v.z*s );
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}
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-float3 operator*( NxF32 s, const float3& v )
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+float3 operator*( NxF32 s, const float3& v )
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{
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- return float3( v.x*s, v.y*s, v.z*s );
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+ return float3( v.x*s, v.y*s, v.z*s );
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}
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float3 operator/( const float3& v, NxF32 s )
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-{
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- return v*(1.0f/s);
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+{
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+ return v*(1.0f/s);
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}
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-NxF32 dot( const float3& a, const float3& b )
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+NxF32 dot( const float3& a, const float3& b )
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{
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- return a.x*b.x + a.y*b.y + a.z*b.z;
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+ return a.x*b.x + a.y*b.y + a.z*b.z;
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}
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-float3 cmul( const float3 &v1, const float3 &v2)
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-{
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- return float3(v1.x*v2.x, v1.y*v2.y, v1.z*v2.z);
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+float3 cmul( const float3 &v1, const float3 &v2)
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+{
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+ return float3(v1.x*v2.x, v1.y*v2.y, v1.z*v2.z);
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}
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@@ -710,7 +710,7 @@ float3 normalize( const float3 &v )
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{
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// this routine, normalize, is ok, provided magnitude works!!
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NxF32 d=magnitude(v);
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- if (d==0)
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+ if (d==0)
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{
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printf("Cant normalize ZERO vector\n");
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assert(0);// yes this could go here
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@@ -735,7 +735,7 @@ float3 Round(const float3 &a,NxF32 precision)
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}
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-float3 Interpolate(const float3 &v0,const float3 &v1,NxF32 alpha)
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+float3 Interpolate(const float3 &v0,const float3 &v1,NxF32 alpha)
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{
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return v0*(1-alpha) + v1*alpha;
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}
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@@ -755,7 +755,7 @@ float3 VectorMax(const float3 &a,const float3 &b)
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// - dot product
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// - cross product
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// Therefore we never declare/implement this function.
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-// So we will never see: float3 operator*(float3 a,float3 b)
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+// So we will never see: float3 operator*(float3 a,float3 b)
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@@ -763,7 +763,7 @@ float3 VectorMax(const float3 &a,const float3 &b)
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//------------ float3x3 ---------------
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NxF32 Determinant(const float3x3 &m)
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{
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- return m.x.x*m.y.y*m.z.z + m.y.x*m.z.y*m.x.z + m.z.x*m.x.y*m.y.z
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+ return m.x.x*m.y.y*m.z.z + m.y.x*m.z.y*m.x.z + m.z.x*m.x.y*m.y.z
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-m.x.x*m.z.y*m.y.z - m.y.x*m.x.y*m.z.z - m.z.x*m.y.y*m.x.z ;
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}
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@@ -772,9 +772,9 @@ float3x3 Inverse(const float3x3 &a)
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float3x3 b;
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NxF32 d=Determinant(a);
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assert(d!=0);
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- for(NxI32 i=0;i<3;i++)
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+ for(NxI32 i=0;i<3;i++)
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{
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- for(NxI32 j=0;j<3;j++)
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+ for(NxI32 j=0;j<3;j++)
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{
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NxI32 i1=(i+1)%3;
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NxI32 i2=(i+2)%3;
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@@ -798,28 +798,28 @@ float3x3 Transpose( const float3x3& m )
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float3 operator*(const float3& v , const float3x3 &m ) {
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- return float3((m.x.x*v.x + m.y.x*v.y + m.z.x*v.z),
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- (m.x.y*v.x + m.y.y*v.y + m.z.y*v.z),
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+ return float3((m.x.x*v.x + m.y.x*v.y + m.z.x*v.z),
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+ (m.x.y*v.x + m.y.y*v.y + m.z.y*v.z),
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(m.x.z*v.x + m.y.z*v.y + m.z.z*v.z));
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}
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-float3 operator*(const float3x3 &m,const float3& v ) {
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+float3 operator*(const float3x3 &m,const float3& v ) {
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return float3(dot(m.x,v),dot(m.y,v),dot(m.z,v));
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}
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-float3x3 operator*( const float3x3& a, const float3x3& b )
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-{
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+float3x3 operator*( const float3x3& a, const float3x3& b )
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+{
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return float3x3(a.x*b,a.y*b,a.z*b);
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}
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-float3x3 operator*( const float3x3& a, const NxF32& s )
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-{
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- return float3x3(a.x*s, a.y*s ,a.z*s);
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+float3x3 operator*( const float3x3& a, const NxF32& s )
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+{
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+ return float3x3(a.x*s, a.y*s ,a.z*s);
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}
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-float3x3 operator/( const float3x3& a, const NxF32& s )
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-{
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+float3x3 operator/( const float3x3& a, const NxF32& s )
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+{
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NxF32 t=1/s;
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- return float3x3(a.x*t, a.y*t ,a.z*t);
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+ return float3x3(a.x*t, a.y*t ,a.z*t);
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}
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float3x3 operator+( const float3x3& a, const float3x3& b )
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{
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@@ -868,7 +868,7 @@ float4 operator*( const float4& v, const float4x4& m )
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return v.x*m.x + v.y*m.y + v.z*m.z + v.w*m.w; // yes this actually works
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}
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-NxI32 operator==( const float4 &a, const float4 &b )
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+NxI32 operator==( const float4 &a, const float4 &b )
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{
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return (a.x==b.x && a.y==b.y && a.z==b.z && a.w==b.w);
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}
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@@ -883,32 +883,32 @@ NxI32 operator==( const float4 &a, const float4 &b )
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-float4 cmul( const float4 &a, const float4 &b)
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+float4 cmul( const float4 &a, const float4 &b)
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{
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return float4(a.x*b.x,a.y*b.y,a.z*b.z,a.w*b.w);
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}
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-float4 operator*( const float4 &v, NxF32 s)
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+float4 operator*( const float4 &v, NxF32 s)
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{
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return float4(v.x*s,v.y*s,v.z*s,v.w*s);
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}
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-float4 operator*( NxF32 s, const float4 &v)
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+float4 operator*( NxF32 s, const float4 &v)
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{
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return float4(v.x*s,v.y*s,v.z*s,v.w*s);
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}
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-float4 operator+( const float4 &a, const float4 &b)
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+float4 operator+( const float4 &a, const float4 &b)
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{
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return float4(a.x+b.x,a.y+b.y,a.z+b.z,a.w+b.w);
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}
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-float4 operator-( const float4 &a, const float4 &b)
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+float4 operator-( const float4 &a, const float4 &b)
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{
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return float4(a.x-b.x,a.y-b.y,a.z-b.z,a.w-b.w);
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}
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@@ -1010,7 +1010,7 @@ float4x4 Inverse(const float4x4 &m)
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src[i] = m(i,0) ;
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src[i + 4] = m(i,1);
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src[i + 8] = m(i,2);
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- src[i + 12] = m(i,3);
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+ src[i + 12] = m(i,3);
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}
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/* calculate pairs for first 8 elements (cofactors) */
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tmp[0] = src[10] * src[15];
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@@ -1083,14 +1083,14 @@ float4x4 Inverse(const float4x4 &m)
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//--------- Quaternion --------------
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-
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+
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Quaternion operator*( const Quaternion& a, const Quaternion& b )
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{
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Quaternion c;
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- c.w = a.w*b.w - a.x*b.x - a.y*b.y - a.z*b.z;
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- c.x = a.w*b.x + a.x*b.w + a.y*b.z - a.z*b.y;
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- c.y = a.w*b.y - a.x*b.z + a.y*b.w + a.z*b.x;
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- c.z = a.w*b.z + a.x*b.y - a.y*b.x + a.z*b.w;
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+ c.w = a.w*b.w - a.x*b.x - a.y*b.y - a.z*b.z;
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+ c.x = a.w*b.x + a.x*b.w + a.y*b.z - a.z*b.y;
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+ c.y = a.w*b.y - a.x*b.z + a.y*b.w + a.z*b.x;
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+ c.z = a.w*b.z + a.x*b.y - a.y*b.x + a.z*b.w;
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return c;
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}
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@@ -1126,8 +1126,8 @@ void Quaternion::Normalize()
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float3 operator*( const Quaternion& q, const float3& v )
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{
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- // The following is equivalent to:
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- //return (q.getmatrix() * v);
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+ // The following is equivalent to:
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+ //return (q.getmatrix() * v);
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NxF32 qx2 = q.x*q.x;
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NxF32 qy2 = q.y*q.y;
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NxF32 qz2 = q.z*q.z;
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@@ -1151,14 +1151,14 @@ Quaternion operator+( const Quaternion& a, const Quaternion& b )
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NxF32 dot( const Quaternion &a,const Quaternion &b )
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{
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- return (a.w*b.w + a.x*b.x + a.y*b.y + a.z*b.z);
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+ return (a.w*b.w + a.x*b.x + a.y*b.y + a.z*b.z);
|
|
|
}
|
|
|
|
|
|
Quaternion normalize( Quaternion a )
|
|
|
{
|
|
|
NxF32 m = sqrtf(sqr(a.w)+sqr(a.x)+sqr(a.y)+sqr(a.z));
|
|
|
- if(m<0.000000001)
|
|
|
- {
|
|
|
+ if(m<0.000000001)
|
|
|
+ {
|
|
|
a.w=1;
|
|
|
a.x=a.y=a.z=0;
|
|
|
return a;
|
|
@@ -1168,7 +1168,7 @@ Quaternion normalize( Quaternion a )
|
|
|
|
|
|
Quaternion slerp( Quaternion a, const Quaternion& b, NxF32 interp )
|
|
|
{
|
|
|
- if(dot(a,b) <0.0)
|
|
|
+ if(dot(a,b) <0.0)
|
|
|
{
|
|
|
a.w=-a.w;
|
|
|
a.x=-a.x;
|
|
@@ -1190,7 +1190,7 @@ Quaternion Interpolate(const Quaternion &q0,const Quaternion &q1,NxF32 alpha) {
|
|
|
}
|
|
|
|
|
|
|
|
|
-Quaternion YawPitchRoll( NxF32 yaw, NxF32 pitch, NxF32 roll )
|
|
|
+Quaternion YawPitchRoll( NxF32 yaw, NxF32 pitch, NxF32 roll )
|
|
|
{
|
|
|
roll *= DEG2RAD;
|
|
|
yaw *= DEG2RAD;
|
|
@@ -1234,7 +1234,7 @@ NxF32 Pitch( const float3& v )
|
|
|
|
|
|
|
|
|
void Plane::Transform(const float3 &position, const Quaternion &orientation) {
|
|
|
- // Transforms the plane to the space defined by the
|
|
|
+ // Transforms the plane to the space defined by the
|
|
|
// given position/orientation.
|
|
|
static float3 newnormal;
|
|
|
static float3 origin;
|
|
@@ -1271,9 +1271,9 @@ Quaternion RotationArc(float3 v0,float3 v1){
|
|
|
}
|
|
|
|
|
|
|
|
|
-float4x4 MatrixFromQuatVec(const Quaternion &q, const float3 &v)
|
|
|
+float4x4 MatrixFromQuatVec(const Quaternion &q, const float3 &v)
|
|
|
{
|
|
|
- // builds a 4x4 transformation matrix based on orientation q and translation v
|
|
|
+ // builds a 4x4 transformation matrix based on orientation q and translation v
|
|
|
NxF32 qx2 = q.x*q.x;
|
|
|
NxF32 qy2 = q.y*q.y;
|
|
|
NxF32 qz2 = q.z*q.z;
|
|
@@ -1286,18 +1286,18 @@ float4x4 MatrixFromQuatVec(const Quaternion &q, const float3 &v)
|
|
|
NxF32 qzqw = q.z*q.w;
|
|
|
|
|
|
return float4x4(
|
|
|
- 1-2*(qy2+qz2),
|
|
|
- 2*(qxqy+qzqw),
|
|
|
- 2*(qxqz-qyqw),
|
|
|
- 0 ,
|
|
|
- 2*(qxqy-qzqw),
|
|
|
- 1-2*(qx2+qz2),
|
|
|
- 2*(qyqz+qxqw),
|
|
|
- 0 ,
|
|
|
- 2*(qxqz+qyqw),
|
|
|
- 2*(qyqz-qxqw),
|
|
|
- 1-2*(qx2+qy2),
|
|
|
- 0 ,
|
|
|
+ 1-2*(qy2+qz2),
|
|
|
+ 2*(qxqy+qzqw),
|
|
|
+ 2*(qxqz-qyqw),
|
|
|
+ 0 ,
|
|
|
+ 2*(qxqy-qzqw),
|
|
|
+ 1-2*(qx2+qz2),
|
|
|
+ 2*(qyqz+qxqw),
|
|
|
+ 0 ,
|
|
|
+ 2*(qxqz+qyqw),
|
|
|
+ 2*(qyqz-qxqw),
|
|
|
+ 1-2*(qx2+qy2),
|
|
|
+ 0 ,
|
|
|
v.x ,
|
|
|
v.y ,
|
|
|
v.z ,
|
|
@@ -1351,10 +1351,10 @@ float3 TriNormal(const float3 &v0, const float3 &v1, const float3 &v2)
|
|
|
|
|
|
|
|
|
|
|
|
-NxI32 BoxInside(const float3 &p, const float3 &bmin, const float3 &bmax)
|
|
|
+NxI32 BoxInside(const float3 &p, const float3 &bmin, const float3 &bmax)
|
|
|
{
|
|
|
- return (p.x >= bmin.x && p.x <=bmax.x &&
|
|
|
- p.y >= bmin.y && p.y <=bmax.y &&
|
|
|
+ return (p.x >= bmin.x && p.x <=bmax.x &&
|
|
|
+ p.y >= bmin.y && p.y <=bmax.y &&
|
|
|
p.z >= bmin.z && p.z <=bmax.z );
|
|
|
}
|
|
|
|
|
@@ -1366,13 +1366,13 @@ NxI32 BoxIntersect(const float3 &v0, const float3 &v1, const float3 &bmin, const
|
|
|
*impact=v0;
|
|
|
return 1;
|
|
|
}
|
|
|
- if(v0.x<=bmin.x && v1.x>=bmin.x)
|
|
|
+ if(v0.x<=bmin.x && v1.x>=bmin.x)
|
|
|
{
|
|
|
NxF32 a = (bmin.x-v0.x)/(v1.x-v0.x);
|
|
|
//v.x = bmin.x;
|
|
|
NxF32 vy = (1-a) *v0.y + a*v1.y;
|
|
|
NxF32 vz = (1-a) *v0.z + a*v1.z;
|
|
|
- if(vy>=bmin.y && vy<=bmax.y && vz>=bmin.z && vz<=bmax.z)
|
|
|
+ if(vy>=bmin.y && vy<=bmax.y && vz>=bmin.z && vz<=bmax.z)
|
|
|
{
|
|
|
impact->x = bmin.x;
|
|
|
impact->y = vy;
|
|
@@ -1380,13 +1380,13 @@ NxI32 BoxIntersect(const float3 &v0, const float3 &v1, const float3 &bmin, const
|
|
|
return 1;
|
|
|
}
|
|
|
}
|
|
|
- else if(v0.x >= bmax.x && v1.x <= bmax.x)
|
|
|
+ else if(v0.x >= bmax.x && v1.x <= bmax.x)
|
|
|
{
|
|
|
NxF32 a = (bmax.x-v0.x)/(v1.x-v0.x);
|
|
|
//v.x = bmax.x;
|
|
|
NxF32 vy = (1-a) *v0.y + a*v1.y;
|
|
|
NxF32 vz = (1-a) *v0.z + a*v1.z;
|
|
|
- if(vy>=bmin.y && vy<=bmax.y && vz>=bmin.z && vz<=bmax.z)
|
|
|
+ if(vy>=bmin.y && vy<=bmax.y && vz>=bmin.z && vz<=bmax.z)
|
|
|
{
|
|
|
impact->x = bmax.x;
|
|
|
impact->y = vy;
|
|
@@ -1394,13 +1394,13 @@ NxI32 BoxIntersect(const float3 &v0, const float3 &v1, const float3 &bmin, const
|
|
|
return 1;
|
|
|
}
|
|
|
}
|
|
|
- if(v0.y<=bmin.y && v1.y>=bmin.y)
|
|
|
+ if(v0.y<=bmin.y && v1.y>=bmin.y)
|
|
|
{
|
|
|
NxF32 a = (bmin.y-v0.y)/(v1.y-v0.y);
|
|
|
NxF32 vx = (1-a) *v0.x + a*v1.x;
|
|
|
//v.y = bmin.y;
|
|
|
NxF32 vz = (1-a) *v0.z + a*v1.z;
|
|
|
- if(vx>=bmin.x && vx<=bmax.x && vz>=bmin.z && vz<=bmax.z)
|
|
|
+ if(vx>=bmin.x && vx<=bmax.x && vz>=bmin.z && vz<=bmax.z)
|
|
|
{
|
|
|
impact->x = vx;
|
|
|
impact->y = bmin.y;
|
|
@@ -1408,13 +1408,13 @@ NxI32 BoxIntersect(const float3 &v0, const float3 &v1, const float3 &bmin, const
|
|
|
return 1;
|
|
|
}
|
|
|
}
|
|
|
- else if(v0.y >= bmax.y && v1.y <= bmax.y)
|
|
|
+ else if(v0.y >= bmax.y && v1.y <= bmax.y)
|
|
|
{
|
|
|
NxF32 a = (bmax.y-v0.y)/(v1.y-v0.y);
|
|
|
NxF32 vx = (1-a) *v0.x + a*v1.x;
|
|
|
// vy = bmax.y;
|
|
|
NxF32 vz = (1-a) *v0.z + a*v1.z;
|
|
|
- if(vx>=bmin.x && vx<=bmax.x && vz>=bmin.z && vz<=bmax.z)
|
|
|
+ if(vx>=bmin.x && vx<=bmax.x && vz>=bmin.z && vz<=bmax.z)
|
|
|
{
|
|
|
impact->x = vx;
|
|
|
impact->y = bmax.y;
|
|
@@ -1422,13 +1422,13 @@ NxI32 BoxIntersect(const float3 &v0, const float3 &v1, const float3 &bmin, const
|
|
|
return 1;
|
|
|
}
|
|
|
}
|
|
|
- if(v0.z<=bmin.z && v1.z>=bmin.z)
|
|
|
+ if(v0.z<=bmin.z && v1.z>=bmin.z)
|
|
|
{
|
|
|
NxF32 a = (bmin.z-v0.z)/(v1.z-v0.z);
|
|
|
NxF32 vx = (1-a) *v0.x + a*v1.x;
|
|
|
NxF32 vy = (1-a) *v0.y + a*v1.y;
|
|
|
// v.z = bmin.z;
|
|
|
- if(vy>=bmin.y && vy<=bmax.y && vx>=bmin.x && vx<=bmax.x)
|
|
|
+ if(vy>=bmin.y && vy<=bmax.y && vx>=bmin.x && vx<=bmax.x)
|
|
|
{
|
|
|
impact->x = vx;
|
|
|
impact->y = vy;
|
|
@@ -1436,13 +1436,13 @@ NxI32 BoxIntersect(const float3 &v0, const float3 &v1, const float3 &bmin, const
|
|
|
return 1;
|
|
|
}
|
|
|
}
|
|
|
- else if(v0.z >= bmax.z && v1.z <= bmax.z)
|
|
|
+ else if(v0.z >= bmax.z && v1.z <= bmax.z)
|
|
|
{
|
|
|
NxF32 a = (bmax.z-v0.z)/(v1.z-v0.z);
|
|
|
NxF32 vx = (1-a) *v0.x + a*v1.x;
|
|
|
NxF32 vy = (1-a) *v0.y + a*v1.y;
|
|
|
// v.z = bmax.z;
|
|
|
- if(vy>=bmin.y && vy<=bmax.y && vx>=bmin.x && vx<=bmax.x)
|
|
|
+ if(vy>=bmin.y && vy<=bmax.y && vx>=bmin.x && vx<=bmax.x)
|
|
|
{
|
|
|
impact->x = vx;
|
|
|
impact->y = vy;
|
|
@@ -1462,14 +1462,14 @@ NxF32 DistanceBetweenLines(const float3 &ustart, const float3 &udir, const float
|
|
|
NxF32 distu = -dot(cp,ustart);
|
|
|
NxF32 distv = -dot(cp,vstart);
|
|
|
NxF32 dist = (NxF32)fabs(distu-distv);
|
|
|
- if(upoint)
|
|
|
+ if(upoint)
|
|
|
{
|
|
|
Plane plane;
|
|
|
plane.normal = normalize(cross(vdir,cp));
|
|
|
plane.dist = -dot(plane.normal,vstart);
|
|
|
*upoint = PlaneLineIntersection(plane,ustart,ustart+udir);
|
|
|
}
|
|
|
- if(vpoint)
|
|
|
+ if(vpoint)
|
|
|
{
|
|
|
Plane plane;
|
|
|
plane.normal = normalize(cross(udir,cp));
|
|
@@ -1480,19 +1480,19 @@ NxF32 DistanceBetweenLines(const float3 &ustart, const float3 &udir, const float
|
|
|
}
|
|
|
|
|
|
|
|
|
-Quaternion VirtualTrackBall(const float3 &cop, const float3 &cor, const float3 &dir1, const float3 &dir2)
|
|
|
+Quaternion VirtualTrackBall(const float3 &cop, const float3 &cor, const float3 &dir1, const float3 &dir2)
|
|
|
{
|
|
|
// routine taken from game programming gems.
|
|
|
// Implement track ball functionality to spin stuf on the screen
|
|
|
// cop center of projection
|
|
|
// cor center of rotation
|
|
|
- // dir1 old mouse direction
|
|
|
+ // dir1 old mouse direction
|
|
|
// dir2 new mouse direction
|
|
|
// pretend there is a sphere around cor. Then find the points
|
|
|
// where dir1 and dir2 intersect that sphere. Find the
|
|
|
// rotation that takes the first point to the second.
|
|
|
NxF32 m;
|
|
|
- // compute plane
|
|
|
+ // compute plane
|
|
|
float3 nrml = cor - cop;
|
|
|
NxF32 fudgefactor = 1.0f/(magnitude(nrml) * 0.25f); // since trackball proportional to distance from cop
|
|
|
nrml = normalize(nrml);
|
|
@@ -1501,11 +1501,11 @@ Quaternion VirtualTrackBall(const float3 &cop, const float3 &cor, const float3 &
|
|
|
u=u-cor;
|
|
|
u=u*fudgefactor;
|
|
|
m= magnitude(u);
|
|
|
- if(m>1)
|
|
|
+ if(m>1)
|
|
|
{
|
|
|
u/=m;
|
|
|
}
|
|
|
- else
|
|
|
+ else
|
|
|
{
|
|
|
u=u - (nrml * sqrtf(1-m*m));
|
|
|
}
|
|
@@ -1513,7 +1513,7 @@ Quaternion VirtualTrackBall(const float3 &cop, const float3 &cor, const float3 &
|
|
|
v=v-cor;
|
|
|
v=v*fudgefactor;
|
|
|
m= magnitude(v);
|
|
|
- if(m>1)
|
|
|
+ if(m>1)
|
|
|
{
|
|
|
v/=m;
|
|
|
}
|
|
@@ -1531,7 +1531,7 @@ NxI32 PolyHit(const float3 *vert, const NxI32 n, const float3 &v0, const float3
|
|
|
countpolyhit++;
|
|
|
NxI32 i;
|
|
|
float3 nrml(0,0,0);
|
|
|
- for(i=0;i<n;i++)
|
|
|
+ for(i=0;i<n;i++)
|
|
|
{
|
|
|
NxI32 i1=(i+1)%n;
|
|
|
NxI32 i2=(i+2)%n;
|
|
@@ -1546,12 +1546,12 @@ NxI32 PolyHit(const float3 *vert, const NxI32 n, const float3 &v0, const float3
|
|
|
nrml = nrml * (1.0f/m);
|
|
|
NxF32 dist = -dot(nrml,vert[0]);
|
|
|
NxF32 d0,d1;
|
|
|
- if((d0=dot(v0,nrml)+dist) <0 || (d1=dot(v1,nrml)+dist) >0)
|
|
|
- {
|
|
|
+ if((d0=dot(v0,nrml)+dist) <0 || (d1=dot(v1,nrml)+dist) >0)
|
|
|
+ {
|
|
|
return 0;
|
|
|
}
|
|
|
|
|
|
- static float3 the_point;
|
|
|
+ static float3 the_point;
|
|
|
// By using the cached plane distances d0 and d1
|
|
|
// we can optimize the following:
|
|
|
// the_point = planelineintersection(nrml,dist,v0,v1);
|
|
@@ -1560,7 +1560,7 @@ NxI32 PolyHit(const float3 *vert, const NxI32 n, const float3 &v0, const float3
|
|
|
|
|
|
|
|
|
NxI32 inside=1;
|
|
|
- for(NxI32 j=0;inside && j<n;j++)
|
|
|
+ for(NxI32 j=0;inside && j<n;j++)
|
|
|
{
|
|
|
// let inside = 0 if outside
|
|
|
float3 pp1,pp2,side;
|
|
@@ -1569,7 +1569,7 @@ NxI32 PolyHit(const float3 *vert, const NxI32 n, const float3 &v0, const float3
|
|
|
side = cross((pp2-pp1),(the_point-pp1));
|
|
|
inside = (dot(nrml,side) >= 0.0);
|
|
|
}
|
|
|
- if(inside)
|
|
|
+ if(inside)
|
|
|
{
|
|
|
if(normal){*normal=nrml;}
|
|
|
if(impact){*impact=the_point;}
|
|
@@ -1675,7 +1675,7 @@ NxI32 SplitTest(ConvexH &convex,const Plane &plane) {
|
|
|
return flag;
|
|
|
}
|
|
|
|
|
|
-class VertFlag
|
|
|
+class VertFlag
|
|
|
{
|
|
|
public:
|
|
|
NxU8 planetest;
|
|
@@ -1683,7 +1683,7 @@ public:
|
|
|
NxU8 undermap;
|
|
|
NxU8 overmap;
|
|
|
};
|
|
|
-class EdgeFlag
|
|
|
+class EdgeFlag
|
|
|
{
|
|
|
public:
|
|
|
NxU8 planetest;
|
|
@@ -1691,7 +1691,7 @@ public:
|
|
|
short undermap;
|
|
|
short overmap;
|
|
|
};
|
|
|
-class PlaneFlag
|
|
|
+class PlaneFlag
|
|
|
{
|
|
|
public:
|
|
|
NxU8 undermap;
|
|
@@ -1821,7 +1821,7 @@ ConvexH *ConvexHCrop(ConvexH &convex,const Plane &slice)
|
|
|
}
|
|
|
else if((vertflag[edge0.v].planetest | vertflag[edge1.v].planetest) == UNDER) {
|
|
|
// at least one endpoint under, the other coplanar or under
|
|
|
-
|
|
|
+
|
|
|
edgeflag[e0].undermap = (short)under_edge_count;
|
|
|
tmpunderedges[under_edge_count].v = (NxU8)vertflag[edge0.v].undermap;
|
|
|
tmpunderedges[under_edge_count].p = (NxU8)underplanescount;
|
|
@@ -1834,16 +1834,16 @@ ConvexH *ConvexHCrop(ConvexH &convex,const Plane &slice)
|
|
|
under_edge_count++;
|
|
|
}
|
|
|
else if((vertflag[edge0.v].planetest | vertflag[edge1.v].planetest) == COPLANAR) {
|
|
|
- // both endpoints coplanar
|
|
|
+ // both endpoints coplanar
|
|
|
// must check a 3rd point to see if UNDER
|
|
|
- NxI32 e2 = e1+1;
|
|
|
+ NxI32 e2 = e1+1;
|
|
|
if(e2>=convex.edges.count || convex.edges[e2].p!=currentplane) {
|
|
|
e2 = estart;
|
|
|
}
|
|
|
assert(convex.edges[e2].p==currentplane);
|
|
|
HalfEdge &edge2 = convex.edges[e2];
|
|
|
if(vertflag[edge2.v].planetest==UNDER) {
|
|
|
-
|
|
|
+
|
|
|
edgeflag[e0].undermap = (short)under_edge_count;
|
|
|
tmpunderedges[under_edge_count].v = (NxU8)vertflag[edge0.v].undermap;
|
|
|
tmpunderedges[under_edge_count].p = (NxU8)underplanescount;
|
|
@@ -1859,8 +1859,8 @@ ConvexH *ConvexHCrop(ConvexH &convex,const Plane &slice)
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|
}
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|
}
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|
else if(vertflag[edge0.v].planetest == UNDER && vertflag[edge1.v].planetest == OVER) {
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|
|
- // first is under 2nd is over
|
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|
-
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|
|
+ // first is under 2nd is over
|
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|
+
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|
|
edgeflag[e0].undermap = (short) under_edge_count;
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|
|
tmpunderedges[under_edge_count].v = (NxU8)vertflag[edge0.v].undermap;
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|
tmpunderedges[under_edge_count].p = (NxU8)underplanescount;
|
|
@@ -1880,7 +1880,7 @@ ConvexH *ConvexHCrop(ConvexH &convex,const Plane &slice)
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vout = vertcountunder++;
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|
}
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|
under_edge_count++;
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|
- /// hmmm something to think about: i might be able to output this edge regarless of
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|
+ /// hmmm something to think about: i might be able to output this edge regarless of
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|
|
// wheter or not we know v-in yet. ok i;ll try this now:
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|
tmpunderedges[under_edge_count].v = (NxU8)vout;
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|
tmpunderedges[under_edge_count].p = (NxU8)underplanescount;
|
|
@@ -1897,8 +1897,8 @@ ConvexH *ConvexHCrop(ConvexH &convex,const Plane &slice)
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|
|
|
|
}
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|
|
else if(vertflag[edge0.v].planetest == COPLANAR && vertflag[edge1.v].planetest == OVER) {
|
|
|
- // first is coplanar 2nd is over
|
|
|
-
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|
|
+ // first is coplanar 2nd is over
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|
+
|
|
|
edgeflag[e0].undermap = -1;
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|
|
vout = vertflag[edge0.v].undermap;
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|
|
// I hate this but i have to make sure part of this face is UNDER before ouputting this vert
|
|
@@ -1914,11 +1914,11 @@ ConvexH *ConvexHCrop(ConvexH &convex,const Plane &slice)
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|
tmpunderedges[under_edge_count].ea = -1;
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|
coplanaredge = under_edge_count; // hmmm should make a note of the edge # for later on
|
|
|
under_edge_count++;
|
|
|
-
|
|
|
+
|
|
|
}
|
|
|
}
|
|
|
else if(vertflag[edge0.v].planetest == OVER && vertflag[edge1.v].planetest == UNDER) {
|
|
|
- // first is over next is under
|
|
|
+ // first is over next is under
|
|
|
// new vertex!!!
|
|
|
if (vin!=-1) return NULL;
|
|
|
if(e0<edge0.ea) {
|
|
@@ -1955,8 +1955,8 @@ ConvexH *ConvexHCrop(ConvexH &convex,const Plane &slice)
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|
|
under_edge_count++;
|
|
|
}
|
|
|
else if(vertflag[edge0.v].planetest == OVER && vertflag[edge1.v].planetest == COPLANAR) {
|
|
|
- // first is over next is coplanar
|
|
|
-
|
|
|
+ // first is over next is coplanar
|
|
|
+
|
|
|
edgeflag[e0].undermap = -1;
|
|
|
vin = vertflag[edge1.v].undermap;
|
|
|
if (vin==-1) return NULL;
|
|
@@ -1970,7 +1970,7 @@ ConvexH *ConvexHCrop(ConvexH &convex,const Plane &slice)
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|
else {
|
|
|
assert(0);
|
|
|
}
|
|
|
-
|
|
|
+
|
|
|
|
|
|
e0=e1;
|
|
|
e1++; // do the modulo at the beginning of the loop
|
|
@@ -2069,7 +2069,7 @@ static NxI32 candidateplane(Plane *planes,NxI32 planes_count,ConvexH *convex,NxF
|
|
|
if(d<=md) continue;
|
|
|
for(j=0;j<convex->facets.count;j++)
|
|
|
{
|
|
|
- if(planes[i]==convex->facets[j])
|
|
|
+ if(planes[i]==convex->facets[j])
|
|
|
{
|
|
|
d=0;continue;
|
|
|
}
|
|
@@ -2121,7 +2121,7 @@ NxI32 maxdirfiltered(const T *p,NxI32 count,const T &dir,Array<NxI32> &allow)
|
|
|
}
|
|
|
assert(m!=-1);
|
|
|
return m;
|
|
|
-}
|
|
|
+}
|
|
|
|
|
|
float3 orth(const float3 &v)
|
|
|
{
|
|
@@ -2175,21 +2175,21 @@ NxI32 maxdirsterid(const T *p,NxI32 count,const T &dir,Array<NxI32> &allow)
|
|
|
}
|
|
|
assert(0);
|
|
|
return m;
|
|
|
-}
|
|
|
+}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
-NxI32 operator ==(const int3 &a,const int3 &b)
|
|
|
+NxI32 operator ==(const int3 &a,const int3 &b)
|
|
|
{
|
|
|
- for(NxI32 i=0;i<3;i++)
|
|
|
+ for(NxI32 i=0;i<3;i++)
|
|
|
{
|
|
|
if(a[i]!=b[i]) return 0;
|
|
|
}
|
|
|
return 1;
|
|
|
}
|
|
|
|
|
|
-int3 roll3(int3 a)
|
|
|
+int3 roll3(int3 a)
|
|
|
{
|
|
|
NxI32 tmp=a[0];
|
|
|
a[0]=a[1];
|
|
@@ -2197,15 +2197,15 @@ int3 roll3(int3 a)
|
|
|
a[2]=tmp;
|
|
|
return a;
|
|
|
}
|
|
|
-NxI32 isa(const int3 &a,const int3 &b)
|
|
|
+NxI32 isa(const int3 &a,const int3 &b)
|
|
|
{
|
|
|
return ( a==b || roll3(a)==b || a==roll3(b) );
|
|
|
}
|
|
|
-NxI32 b2b(const int3 &a,const int3 &b)
|
|
|
+NxI32 b2b(const int3 &a,const int3 &b)
|
|
|
{
|
|
|
return isa(a,int3(b[2],b[1],b[0]));
|
|
|
}
|
|
|
-NxI32 above(float3* vertices,const int3& t, const float3 &p, NxF32 epsilon)
|
|
|
+NxI32 above(float3* vertices,const int3& t, const float3 &p, NxF32 epsilon)
|
|
|
{
|
|
|
float3 n=TriNormal(vertices[t[0]],vertices[t[1]],vertices[t[2]]);
|
|
|
return (dot(n,p-vertices[t[0]]) > epsilon); // EPSILON???
|
|
@@ -2265,7 +2265,7 @@ NxI32 &Tri::neib(NxI32 a,NxI32 b)
|
|
|
{
|
|
|
static NxI32 er=-1;
|
|
|
NxI32 i;
|
|
|
- for(i=0;i<3;i++)
|
|
|
+ for(i=0;i<3;i++)
|
|
|
{
|
|
|
NxI32 i1=(i+1)%3;
|
|
|
NxI32 i2=(i+2)%3;
|
|
@@ -2278,7 +2278,7 @@ NxI32 &Tri::neib(NxI32 a,NxI32 b)
|
|
|
void b2bfix(Tri* s,Tri*t)
|
|
|
{
|
|
|
NxI32 i;
|
|
|
- for(i=0;i<3;i++)
|
|
|
+ for(i=0;i<3;i++)
|
|
|
{
|
|
|
NxI32 i1=(i+1)%3;
|
|
|
NxI32 i2=(i+2)%3;
|
|
@@ -2356,11 +2356,11 @@ bool hasVolume(float3 *verts, NxI32 p0, NxI32 p1, NxI32 p2, NxI32 p3)
|
|
|
int4 FindSimplex(float3 *verts,NxI32 verts_count,Array<NxI32> &allow)
|
|
|
{
|
|
|
float3 basis[3];
|
|
|
- basis[0] = float3( 0.01f, 0.02f, 1.0f );
|
|
|
+ basis[0] = float3( 0.01f, 0.02f, 1.0f );
|
|
|
NxI32 p0 = maxdirsterid(verts,verts_count, basis[0],allow);
|
|
|
NxI32 p1 = maxdirsterid(verts,verts_count,-basis[0],allow);
|
|
|
basis[0] = verts[p0]-verts[p1];
|
|
|
- if(p0==p1 || basis[0]==float3(0,0,0))
|
|
|
+ if(p0==p1 || basis[0]==float3(0,0,0))
|
|
|
return int4(-1,-1,-1,-1);
|
|
|
basis[1] = cross(float3( 1, 0.02f, 0),basis[0]);
|
|
|
basis[2] = cross(float3(-0.02f, 1, 0),basis[0]);
|
|
@@ -2370,13 +2370,13 @@ int4 FindSimplex(float3 *verts,NxI32 verts_count,Array<NxI32> &allow)
|
|
|
{
|
|
|
p2 = maxdirsterid(verts,verts_count,-basis[1],allow);
|
|
|
}
|
|
|
- if(p2 == p0 || p2 == p1)
|
|
|
+ if(p2 == p0 || p2 == p1)
|
|
|
return int4(-1,-1,-1,-1);
|
|
|
basis[1] = verts[p2] - verts[p0];
|
|
|
basis[2] = normalize(cross(basis[1],basis[0]));
|
|
|
NxI32 p3 = maxdirsterid(verts,verts_count,basis[2],allow);
|
|
|
if(p3==p0||p3==p1||p3==p2||!hasVolume(verts, p0, p1, p2, p3)) p3 = maxdirsterid(verts,verts_count,-basis[2],allow);
|
|
|
- if(p3==p0||p3==p1||p3==p2)
|
|
|
+ if(p3==p0||p3==p1||p3==p2)
|
|
|
return int4(-1,-1,-1,-1);
|
|
|
assert(!(p0==p1||p0==p2||p0==p3||p1==p2||p1==p3||p2==p3));
|
|
|
if(dot(verts[p3]-verts[p0],cross(verts[p1]-verts[p0],verts[p2]-verts[p0])) <0) {Swap(p2,p3);}
|
|
@@ -2384,7 +2384,7 @@ int4 FindSimplex(float3 *verts,NxI32 verts_count,Array<NxI32> &allow)
|
|
|
}
|
|
|
#pragma warning(push)
|
|
|
#pragma warning(disable:4706)
|
|
|
-NxI32 calchullgen(float3 *verts,NxI32 verts_count, NxI32 vlimit)
|
|
|
+NxI32 calchullgen(float3 *verts,NxI32 verts_count, NxI32 vlimit)
|
|
|
{
|
|
|
if(verts_count <4) return 0;
|
|
|
if(vlimit==0) vlimit=1000000000;
|
|
@@ -2392,7 +2392,7 @@ NxI32 calchullgen(float3 *verts,NxI32 verts_count, NxI32 vlimit)
|
|
|
float3 bmin(*verts),bmax(*verts);
|
|
|
Array<NxI32> isextreme(verts_count);
|
|
|
Array<NxI32> allow(verts_count);
|
|
|
- for(j=0;j<verts_count;j++)
|
|
|
+ for(j=0;j<verts_count;j++)
|
|
|
{
|
|
|
allow.Add(1);
|
|
|
isextreme.Add(0);
|
|
@@ -2464,7 +2464,7 @@ NxI32 calchullgen(float3 *verts,NxI32 verts_count, NxI32 vlimit)
|
|
|
if(t->vmax>=0) break;
|
|
|
float3 n=TriNormal(verts[(*t)[0]],verts[(*t)[1]],verts[(*t)[2]]);
|
|
|
t->vmax = maxdirsterid(verts,verts_count,n,allow);
|
|
|
- if(isextreme[t->vmax])
|
|
|
+ if(isextreme[t->vmax])
|
|
|
{
|
|
|
t->vmax=-1; // already done that vertex - algorithm needs to be able to terminate.
|
|
|
}
|
|
@@ -2479,7 +2479,7 @@ NxI32 calchullgen(float3 *verts,NxI32 verts_count, NxI32 vlimit)
|
|
|
}
|
|
|
#pragma warning(pop)
|
|
|
|
|
|
-NxI32 calchull(float3 *verts,NxI32 verts_count, NxI32 *&tris_out, NxI32 &tris_count,NxI32 vlimit)
|
|
|
+NxI32 calchull(float3 *verts,NxI32 verts_count, NxI32 *&tris_out, NxI32 &tris_count,NxI32 vlimit)
|
|
|
{
|
|
|
NxI32 rc=calchullgen(verts,verts_count, vlimit) ;
|
|
|
if(!rc) return 0;
|
|
@@ -2502,7 +2502,7 @@ static NxF32 area2(const float3 &v0,const float3 &v1,const float3 &v2)
|
|
|
float3 cp = cross(v0-v1,v2-v0);
|
|
|
return dot(cp,cp);
|
|
|
}
|
|
|
-NxI32 calchullpbev(float3 *verts,NxI32 verts_count,NxI32 vlimit, Array<Plane> &planes,NxF32 bevangle)
|
|
|
+NxI32 calchullpbev(float3 *verts,NxI32 verts_count,NxI32 vlimit, Array<Plane> &planes,NxF32 bevangle)
|
|
|
{
|
|
|
NxI32 i,j;
|
|
|
Array<Plane> bplanes;
|
|
@@ -2526,7 +2526,7 @@ NxI32 calchullpbev(float3 *verts,NxI32 verts_count,NxI32 vlimit, Array<Plane> &p
|
|
|
REAL3 e = verts[(*t)[(j+2)%3]] - verts[(*t)[(j+1)%3]];
|
|
|
REAL3 n = (e!=REAL3(0,0,0))? cross(snormal,e)+cross(e,p.normal) : snormal+p.normal;
|
|
|
assert(n!=REAL3(0,0,0));
|
|
|
- if(n==REAL3(0,0,0)) return 0;
|
|
|
+ if(n==REAL3(0,0,0)) return 0;
|
|
|
n=normalize(n);
|
|
|
bplanes.Add(Plane(n,-dot(n,verts[maxdir(verts,verts_count,n)])));
|
|
|
}
|
|
@@ -2656,7 +2656,7 @@ static NxI32 overhull(Plane *planes,NxI32 planes_count,float3 *verts, NxI32 vert
|
|
|
float3 *&verts_out, NxI32 &verts_count_out, NxI32 *&faces_out, NxI32 &faces_count_out ,NxF32 inflate)
|
|
|
{
|
|
|
NxI32 i,j;
|
|
|
- if(verts_count <4) return NULL;
|
|
|
+ if (verts_count < 4) return 0;
|
|
|
maxplanes = Min(maxplanes,planes_count);
|
|
|
float3 bmin(verts[0]),bmax(verts[0]);
|
|
|
for(i=0;i<verts_count;i++)
|
|
@@ -2862,7 +2862,7 @@ HullError HullLibrary::CreateConvexHull(const HullDesc &desc, //
|
|
|
}
|
|
|
|
|
|
NxF32 skinwidth = 0;
|
|
|
- if ( desc.HasHullFlag(QF_SKIN_WIDTH) )
|
|
|
+ if ( desc.HasHullFlag(QF_SKIN_WIDTH) )
|
|
|
skinwidth = desc.mSkinWidth;
|
|
|
|
|
|
ok = ComputeHull(ovcount,vsource,hr,desc.mMaxVertices,skinwidth);
|