//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #include "math/mSplinePatch.h" //****************************************************************************** // Spline control points //****************************************************************************** SplCtrlPts::SplCtrlPts() { } //------------------------------------------------------------------------------ // Destructor //------------------------------------------------------------------------------ SplCtrlPts::~SplCtrlPts() { } //------------------------------------------------------------------------------ // Get point //------------------------------------------------------------------------------ const Point3F * SplCtrlPts::getPoint( U32 pointNum ) { return &mPoints[pointNum]; } //------------------------------------------------------------------------------ // Set point //------------------------------------------------------------------------------ void SplCtrlPts::setPoint( Point3F &point, U32 pointNum ) { mPoints[pointNum] = point; } //------------------------------------------------------------------------------ // Add point //------------------------------------------------------------------------------ void SplCtrlPts::addPoint( Point3F &point ) { mPoints.push_back( point ); } //------------------------------------------------------------------------------ // Submit control points //------------------------------------------------------------------------------ void SplCtrlPts::submitPoints( Point3F *pts, U32 num ) { mPoints.clear(); for( S32 i=0; i