From 959831f4ef5a3e797f576c3de08cd65032c997ad Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Sun, 13 Jan 2013 18:54:10 +1000 Subject: Remove damned ancient DOS line endings from Irrlicht. Hopefully I did not go overboard. --- .../source/Irrlicht/CTerrainTriangleSelector.cpp | 468 ++++++++++----------- 1 file changed, 234 insertions(+), 234 deletions(-) (limited to 'libraries/irrlicht-1.8/source/Irrlicht/CTerrainTriangleSelector.cpp') diff --git a/libraries/irrlicht-1.8/source/Irrlicht/CTerrainTriangleSelector.cpp b/libraries/irrlicht-1.8/source/Irrlicht/CTerrainTriangleSelector.cpp index 91820ce..7f90f60 100644 --- a/libraries/irrlicht-1.8/source/Irrlicht/CTerrainTriangleSelector.cpp +++ b/libraries/irrlicht-1.8/source/Irrlicht/CTerrainTriangleSelector.cpp @@ -1,234 +1,234 @@ -// Copyright (C) 2002-2012 Nikolaus Gebhardt -// This file is part of the "Irrlicht Engine". -// For conditions of distribution and use, see copyright notice in irrlicht.h - -#include "CTerrainTriangleSelector.h" -#include "CTerrainSceneNode.h" -#include "os.h" - -namespace irr -{ -namespace scene -{ - - -//! constructor -CTerrainTriangleSelector::CTerrainTriangleSelector ( ITerrainSceneNode* node, s32 LOD ) - : SceneNode(node) -{ - #ifdef _DEBUG - setDebugName ("CTerrainTriangleSelector"); - #endif - - setTriangleData(node, LOD); -} - - -//! destructor -CTerrainTriangleSelector::~CTerrainTriangleSelector() -{ - TrianglePatches.TrianglePatchArray.clear(); -} - - -//! Clears and sets triangle data -void CTerrainTriangleSelector::setTriangleData(ITerrainSceneNode* node, s32 LOD) -{ - // Get pointer to the GeoMipMaps vertices - const video::S3DVertex2TCoords* vertices = static_cast(node->getRenderBuffer()->getVertices()); - - // Clear current data - const s32 count = (static_cast(node))->TerrainData.PatchCount; - TrianglePatches.TotalTriangles = 0; - TrianglePatches.NumPatches = count*count; - - TrianglePatches.TrianglePatchArray.reallocate(TrianglePatches.NumPatches); - for (s32 o=0; o indices; - s32 tIndex = 0; - for(s32 x = 0; x < count; ++x ) - { - for(s32 z = 0; z < count; ++z ) - { - TrianglePatches.TrianglePatchArray[tIndex].NumTriangles = 0; - TrianglePatches.TrianglePatchArray[tIndex].Box = node->getBoundingBox( x, z ); - u32 indexCount = node->getIndicesForPatch( indices, x, z, LOD ); - - TrianglePatches.TrianglePatchArray[tIndex].Triangles.reallocate(indexCount/3); - for(u32 i = 0; i < indexCount; i += 3 ) - { - tri.pointA = vertices[indices[i+0]].Pos; - tri.pointB = vertices[indices[i+1]].Pos; - tri.pointC = vertices[indices[i+2]].Pos; - TrianglePatches.TrianglePatchArray[tIndex].Triangles.push_back(tri); - ++TrianglePatches.TrianglePatchArray[tIndex].NumTriangles; - } - - TrianglePatches.TotalTriangles += TrianglePatches.TrianglePatchArray[tIndex].NumTriangles; - ++tIndex; - } - } -} - - -//! Gets all triangles. -void CTerrainTriangleSelector::getTriangles(core::triangle3df* triangles, - s32 arraySize, s32& outTriangleCount, - const core::matrix4* transform) const -{ - s32 count = TrianglePatches.TotalTriangles; - - if (count > arraySize) - count = arraySize; - - core::matrix4 mat; - - if (transform) - mat = (*transform); - - s32 tIndex = 0; - - for (s32 i=0; i& box, const core::matrix4* transform) const -{ - s32 count = TrianglePatches.TotalTriangles; - - if (count > arraySize) - count = arraySize; - - core::matrix4 mat; - - if (transform) - mat = (*transform); - - s32 tIndex = 0; - - for (s32 i=0; i& line, - const core::matrix4* transform) const -{ - const s32 count = core::min_((s32)TrianglePatches.TotalTriangles, arraySize); - - core::matrix4 mat; - - if (transform) - mat = (*transform); - - s32 tIndex = 0; - - for (s32 i=0; i(node->getRenderBuffer()->getVertices()); + + // Clear current data + const s32 count = (static_cast(node))->TerrainData.PatchCount; + TrianglePatches.TotalTriangles = 0; + TrianglePatches.NumPatches = count*count; + + TrianglePatches.TrianglePatchArray.reallocate(TrianglePatches.NumPatches); + for (s32 o=0; o indices; + s32 tIndex = 0; + for(s32 x = 0; x < count; ++x ) + { + for(s32 z = 0; z < count; ++z ) + { + TrianglePatches.TrianglePatchArray[tIndex].NumTriangles = 0; + TrianglePatches.TrianglePatchArray[tIndex].Box = node->getBoundingBox( x, z ); + u32 indexCount = node->getIndicesForPatch( indices, x, z, LOD ); + + TrianglePatches.TrianglePatchArray[tIndex].Triangles.reallocate(indexCount/3); + for(u32 i = 0; i < indexCount; i += 3 ) + { + tri.pointA = vertices[indices[i+0]].Pos; + tri.pointB = vertices[indices[i+1]].Pos; + tri.pointC = vertices[indices[i+2]].Pos; + TrianglePatches.TrianglePatchArray[tIndex].Triangles.push_back(tri); + ++TrianglePatches.TrianglePatchArray[tIndex].NumTriangles; + } + + TrianglePatches.TotalTriangles += TrianglePatches.TrianglePatchArray[tIndex].NumTriangles; + ++tIndex; + } + } +} + + +//! Gets all triangles. +void CTerrainTriangleSelector::getTriangles(core::triangle3df* triangles, + s32 arraySize, s32& outTriangleCount, + const core::matrix4* transform) const +{ + s32 count = TrianglePatches.TotalTriangles; + + if (count > arraySize) + count = arraySize; + + core::matrix4 mat; + + if (transform) + mat = (*transform); + + s32 tIndex = 0; + + for (s32 i=0; i& box, const core::matrix4* transform) const +{ + s32 count = TrianglePatches.TotalTriangles; + + if (count > arraySize) + count = arraySize; + + core::matrix4 mat; + + if (transform) + mat = (*transform); + + s32 tIndex = 0; + + for (s32 i=0; i& line, + const core::matrix4* transform) const +{ + const s32 count = core::min_((s32)TrianglePatches.TotalTriangles, arraySize); + + core::matrix4 mat; + + if (transform) + mat = (*transform); + + s32 tIndex = 0; + + for (s32 i=0; i