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author | dan miller | 2007-10-19 05:20:07 +0000 |
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committer | dan miller | 2007-10-19 05:20:07 +0000 |
commit | fca74b0bf0a0833f5701e9c0de7b3bc15b2233dd (patch) | |
tree | 51bcae7a1b8381a6bf6fd8025a7de1e30fe0045d /libraries/ode-0.9/OPCODE/Ice/IceAABB.cpp | |
parent | resubmitting ode (diff) | |
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Diffstat (limited to 'libraries/ode-0.9/OPCODE/Ice/IceAABB.cpp')
-rw-r--r-- | libraries/ode-0.9/OPCODE/Ice/IceAABB.cpp | 405 |
1 files changed, 0 insertions, 405 deletions
diff --git a/libraries/ode-0.9/OPCODE/Ice/IceAABB.cpp b/libraries/ode-0.9/OPCODE/Ice/IceAABB.cpp deleted file mode 100644 index d62b0ed..0000000 --- a/libraries/ode-0.9/OPCODE/Ice/IceAABB.cpp +++ /dev/null | |||
@@ -1,405 +0,0 @@ | |||
1 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
2 | /** | ||
3 | * Contains AABB-related code. | ||
4 | * \file IceAABB.cpp | ||
5 | * \author Pierre Terdiman | ||
6 | * \date January, 29, 2000 | ||
7 | */ | ||
8 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
9 | |||
10 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
11 | /** | ||
12 | * AABB class. | ||
13 | * \class AABB | ||
14 | * \author Pierre Terdiman | ||
15 | * \version 1.0 | ||
16 | */ | ||
17 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
18 | |||
19 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
20 | // Precompiled Header | ||
21 | #include "Stdafx.h" | ||
22 | |||
23 | using namespace IceMaths; | ||
24 | |||
25 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
26 | /** | ||
27 | * Computes the sum of two AABBs. | ||
28 | * \param aabb [in] the other AABB | ||
29 | * \return Self-Reference | ||
30 | */ | ||
31 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
32 | AABB& AABB::Add(const AABB& aabb) | ||
33 | { | ||
34 | // Compute new min & max values | ||
35 | Point Min; GetMin(Min); | ||
36 | Point Tmp; aabb.GetMin(Tmp); | ||
37 | Min.Min(Tmp); | ||
38 | |||
39 | Point Max; GetMax(Max); | ||
40 | aabb.GetMax(Tmp); | ||
41 | Max.Max(Tmp); | ||
42 | |||
43 | // Update this | ||
44 | SetMinMax(Min, Max); | ||
45 | return *this; | ||
46 | } | ||
47 | |||
48 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
49 | /** | ||
50 | * Makes a cube from the AABB. | ||
51 | * \param cube [out] the cube AABB | ||
52 | * \return cube edge length | ||
53 | */ | ||
54 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
55 | float AABB::MakeCube(AABB& cube) const | ||
56 | { | ||
57 | Point Ext; GetExtents(Ext); | ||
58 | float Max = Ext.Max(); | ||
59 | |||
60 | Point Cnt; GetCenter(Cnt); | ||
61 | cube.SetCenterExtents(Cnt, Point(Max, Max, Max)); | ||
62 | return Max; | ||
63 | } | ||
64 | |||
65 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
66 | /** | ||
67 | * Makes a sphere from the AABB. | ||
68 | * \param sphere [out] sphere containing the AABB | ||
69 | */ | ||
70 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
71 | void AABB::MakeSphere(Sphere& sphere) const | ||
72 | { | ||
73 | GetExtents(sphere.mCenter); | ||
74 | sphere.mRadius = sphere.mCenter.Magnitude() * 1.00001f; // To make sure sphere::Contains(*this) succeeds | ||
75 | GetCenter(sphere.mCenter); | ||
76 | } | ||
77 | |||
78 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
79 | /** | ||
80 | * Checks a box is inside another box. | ||
81 | * \param box [in] the other AABB | ||
82 | * \return true if current box is inside input box | ||
83 | */ | ||
84 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
85 | bool AABB::IsInside(const AABB& box) const | ||
86 | { | ||
87 | if(box.GetMin(0)>GetMin(0)) return false; | ||
88 | if(box.GetMin(1)>GetMin(1)) return false; | ||
89 | if(box.GetMin(2)>GetMin(2)) return false; | ||
90 | if(box.GetMax(0)<GetMax(0)) return false; | ||
91 | if(box.GetMax(1)<GetMax(1)) return false; | ||
92 | if(box.GetMax(2)<GetMax(2)) return false; | ||
93 | return true; | ||
94 | } | ||
95 | |||
96 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
97 | /** | ||
98 | * Computes the AABB planes. | ||
99 | * \param planes [out] 6 planes surrounding the box | ||
100 | * \return true if success | ||
101 | */ | ||
102 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
103 | bool AABB::ComputePlanes(Plane* planes) const | ||
104 | { | ||
105 | // Checkings | ||
106 | if(!planes) return false; | ||
107 | |||
108 | Point Center, Extents; | ||
109 | GetCenter(Center); | ||
110 | GetExtents(Extents); | ||
111 | |||
112 | // Writes normals | ||
113 | planes[0].n = Point(1.0f, 0.0f, 0.0f); | ||
114 | planes[1].n = Point(-1.0f, 0.0f, 0.0f); | ||
115 | planes[2].n = Point(0.0f, 1.0f, 0.0f); | ||
116 | planes[3].n = Point(0.0f, -1.0f, 0.0f); | ||
117 | planes[4].n = Point(0.0f, 0.0f, 1.0f); | ||
118 | planes[5].n = Point(0.0f, 0.0f, -1.0f); | ||
119 | |||
120 | // Compute a point on each plane | ||
121 | Point p0 = Point(Center.x+Extents.x, Center.y, Center.z); | ||
122 | Point p1 = Point(Center.x-Extents.x, Center.y, Center.z); | ||
123 | Point p2 = Point(Center.x, Center.y+Extents.y, Center.z); | ||
124 | Point p3 = Point(Center.x, Center.y-Extents.y, Center.z); | ||
125 | Point p4 = Point(Center.x, Center.y, Center.z+Extents.z); | ||
126 | Point p5 = Point(Center.x, Center.y, Center.z-Extents.z); | ||
127 | |||
128 | // Compute d | ||
129 | planes[0].d = -(planes[0].n|p0); | ||
130 | planes[1].d = -(planes[1].n|p1); | ||
131 | planes[2].d = -(planes[2].n|p2); | ||
132 | planes[3].d = -(planes[3].n|p3); | ||
133 | planes[4].d = -(planes[4].n|p4); | ||
134 | planes[5].d = -(planes[5].n|p5); | ||
135 | |||
136 | return true; | ||
137 | } | ||
138 | |||
139 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
140 | /** | ||
141 | * Computes the aabb points. | ||
142 | * \param pts [out] 8 box points | ||
143 | * \return true if success | ||
144 | */ | ||
145 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
146 | bool AABB::ComputePoints(Point* pts) const | ||
147 | { | ||
148 | // Checkings | ||
149 | if(!pts) return false; | ||
150 | |||
151 | // Get box corners | ||
152 | Point min; GetMin(min); | ||
153 | Point max; GetMax(max); | ||
154 | |||
155 | // 7+------+6 0 = --- | ||
156 | // /| /| 1 = +-- | ||
157 | // / | / | 2 = ++- | ||
158 | // / 4+---/--+5 3 = -+- | ||
159 | // 3+------+2 / y z 4 = --+ | ||
160 | // | / | / | / 5 = +-+ | ||
161 | // |/ |/ |/ 6 = +++ | ||
162 | // 0+------+1 *---x 7 = -++ | ||
163 | |||
164 | // Generate 8 corners of the bbox | ||
165 | pts[0] = Point(min.x, min.y, min.z); | ||
166 | pts[1] = Point(max.x, min.y, min.z); | ||
167 | pts[2] = Point(max.x, max.y, min.z); | ||
168 | pts[3] = Point(min.x, max.y, min.z); | ||
169 | pts[4] = Point(min.x, min.y, max.z); | ||
170 | pts[5] = Point(max.x, min.y, max.z); | ||
171 | pts[6] = Point(max.x, max.y, max.z); | ||
172 | pts[7] = Point(min.x, max.y, max.z); | ||
173 | |||
174 | return true; | ||
175 | } | ||
176 | |||
177 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
178 | /** | ||
179 | * Gets vertex normals. | ||
180 | * \param pts [out] 8 box points | ||
181 | * \return true if success | ||
182 | */ | ||
183 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
184 | const Point* AABB::GetVertexNormals() const | ||
185 | { | ||
186 | static float VertexNormals[] = | ||
187 | { | ||
188 | -INVSQRT3, -INVSQRT3, -INVSQRT3, | ||
189 | INVSQRT3, -INVSQRT3, -INVSQRT3, | ||
190 | INVSQRT3, INVSQRT3, -INVSQRT3, | ||
191 | -INVSQRT3, INVSQRT3, -INVSQRT3, | ||
192 | -INVSQRT3, -INVSQRT3, INVSQRT3, | ||
193 | INVSQRT3, -INVSQRT3, INVSQRT3, | ||
194 | INVSQRT3, INVSQRT3, INVSQRT3, | ||
195 | -INVSQRT3, INVSQRT3, INVSQRT3 | ||
196 | }; | ||
197 | return (const Point*)VertexNormals; | ||
198 | } | ||
199 | |||
200 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
201 | /** | ||
202 | * Returns edges. | ||
203 | * \return 24 indices (12 edges) indexing the list returned by ComputePoints() | ||
204 | */ | ||
205 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
206 | const udword* AABB::GetEdges() const | ||
207 | { | ||
208 | static udword Indices[] = { | ||
209 | 0, 1, 1, 2, 2, 3, 3, 0, | ||
210 | 7, 6, 6, 5, 5, 4, 4, 7, | ||
211 | 1, 5, 6, 2, | ||
212 | 3, 7, 4, 0 | ||
213 | }; | ||
214 | return Indices; | ||
215 | } | ||
216 | |||
217 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
218 | /** | ||
219 | * Returns edge normals. | ||
220 | * \return edge normals in local space | ||
221 | */ | ||
222 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | ||
223 | const Point* AABB::GetEdgeNormals() const | ||
224 | { | ||
225 | static float EdgeNormals[] = | ||
226 | { | ||
227 | 0, -INVSQRT2, -INVSQRT2, // 0-1 | ||
228 | INVSQRT2, 0, -INVSQRT2, // 1-2 | ||
229 | 0, INVSQRT2, -INVSQRT2, // 2-3 | ||
230 | -INVSQRT2, 0, -INVSQRT2, // 3-0 | ||
231 | |||
232 | 0, INVSQRT2, INVSQRT2, // 7-6 | ||
233 | INVSQRT2, 0, INVSQRT2, // 6-5 | ||
234 | 0, -INVSQRT2, INVSQRT2, // 5-4 | ||
235 | -INVSQRT2, 0, INVSQRT2, // 4-7 | ||
236 | |||
237 | INVSQRT2, -INVSQRT2, 0, // 1-5 | ||
238 | INVSQRT2, INVSQRT2, 0, // 6-2 | ||
239 | -INVSQRT2, INVSQRT2, 0, // 3-7 | ||
240 | -INVSQRT2, -INVSQRT2, 0 // 4-0 | ||
241 | }; | ||
242 | return (const Point*)EdgeNormals; | ||
243 | } | ||
244 | |||
245 | // =========================================================================== | ||
246 | // (C) 1996-98 Vienna University of Technology | ||
247 | // =========================================================================== | ||
248 | // NAME: bboxarea | ||
249 | // TYPE: c++ code | ||
250 | // PROJECT: Bounding Box Area | ||
251 | // CONTENT: Computes area of 2D projection of 3D oriented bounding box | ||
252 | // VERSION: 1.0 | ||
253 | // =========================================================================== | ||
254 | // AUTHORS: ds Dieter Schmalstieg | ||
255 | // ep Erik Pojar | ||
256 | // =========================================================================== | ||
257 | // HISTORY: | ||
258 | // | ||
259 | // 19-sep-99 15:23:03 ds last modification | ||
260 | // 01-dec-98 15:23:03 ep created | ||
261 | // =========================================================================== | ||
262 | |||
263 | //---------------------------------------------------------------------------- | ||
264 | // SAMPLE CODE STARTS HERE | ||
265 | //---------------------------------------------------------------------------- | ||
266 | |||
267 | // NOTE: This sample program requires OPEN INVENTOR! | ||
268 | |||
269 | //indexlist: this table stores the 64 possible cases of classification of | ||
270 | //the eyepoint with respect to the 6 defining planes of the bbox (2^6=64) | ||
271 | //only 26 (3^3-1, where 1 is "inside" cube) of these cases are valid. | ||
272 | //the first 6 numbers in each row are the indices of the bbox vertices that | ||
273 | //form the outline of which we want to compute the area (counterclockwise | ||
274 | //ordering), the 7th entry means the number of vertices in the outline. | ||
275 | //there are 6 cases with a single face and and a 4-vertex outline, and | ||
276 | //20 cases with 2 or 3 faces and a 6-vertex outline. a value of 0 indicates | ||
277 | //an invalid case. | ||
278 | |||
279 | |||
280 | // Original list was made of 7 items, I added an 8th element: | ||
281 | // - to padd on a cache line | ||
282 | // - to repeat the first entry to avoid modulos | ||
283 | // | ||
284 | // I also replaced original ints with sbytes. | ||
285 | |||
286 | static const sbyte gIndexList[64][8] = | ||
287 | { | ||
288 | {-1,-1,-1,-1,-1,-1,-1, 0}, // 0 inside | ||
289 | { 0, 4, 7, 3, 0,-1,-1, 4}, // 1 left | ||
290 | { 1, 2, 6, 5, 1,-1,-1, 4}, // 2 right | ||
291 | {-1,-1,-1,-1,-1,-1,-1, 0}, // 3 - | ||
292 | { 0, 1, 5, 4, 0,-1,-1, 4}, // 4 bottom | ||
293 | { 0, 1, 5, 4, 7, 3, 0, 6}, // 5 bottom, left | ||
294 | { 0, 1, 2, 6, 5, 4, 0, 6}, // 6 bottom, right | ||
295 | {-1,-1,-1,-1,-1,-1,-1, 0}, // 7 - | ||
296 | { 2, 3, 7, 6, 2,-1,-1, 4}, // 8 top | ||
297 | { 0, 4, 7, 6, 2, 3, 0, 6}, // 9 top, left | ||
298 | { 1, 2, 3, 7, 6, 5, 1, 6}, //10 top, right | ||
299 | {-1,-1,-1,-1,-1,-1,-1, 0}, //11 - | ||
300 | {-1,-1,-1,-1,-1,-1,-1, 0}, //12 - | ||
301 | {-1,-1,-1,-1,-1,-1,-1, 0}, //13 - | ||
302 | {-1,-1,-1,-1,-1,-1,-1, 0}, //14 - | ||
303 | {-1,-1,-1,-1,-1,-1,-1, 0}, //15 - | ||
304 | { 0, 3, 2, 1, 0,-1,-1, 4}, //16 front | ||
305 | { 0, 4, 7, 3, 2, 1, 0, 6}, //17 front, left | ||
306 | { 0, 3, 2, 6, 5, 1, 0, 6}, //18 front, right | ||
307 | {-1,-1,-1,-1,-1,-1,-1, 0}, //19 - | ||
308 | { 0, 3, 2, 1, 5, 4, 0, 6}, //20 front, bottom | ||
309 | { 1, 5, 4, 7, 3, 2, 1, 6}, //21 front, bottom, left | ||
310 | { 0, 3, 2, 6, 5, 4, 0, 6}, //22 front, bottom, right | ||
311 | {-1,-1,-1,-1,-1,-1,-1, 0}, //23 - | ||
312 | { 0, 3, 7, 6, 2, 1, 0, 6}, //24 front, top | ||
313 | { 0, 4, 7, 6, 2, 1, 0, 6}, //25 front, top, left | ||
314 | { 0, 3, 7, 6, 5, 1, 0, 6}, //26 front, top, right | ||
315 | {-1,-1,-1,-1,-1,-1,-1, 0}, //27 - | ||
316 | {-1,-1,-1,-1,-1,-1,-1, 0}, //28 - | ||
317 | {-1,-1,-1,-1,-1,-1,-1, 0}, //29 - | ||
318 | {-1,-1,-1,-1,-1,-1,-1, 0}, //30 - | ||
319 | {-1,-1,-1,-1,-1,-1,-1, 0}, //31 - | ||
320 | { 4, 5, 6, 7, 4,-1,-1, 4}, //32 back | ||
321 | { 0, 4, 5, 6, 7, 3, 0, 6}, //33 back, left | ||
322 | { 1, 2, 6, 7, 4, 5, 1, 6}, //34 back, right | ||
323 | {-1,-1,-1,-1,-1,-1,-1, 0}, //35 - | ||
324 | { 0, 1, 5, 6, 7, 4, 0, 6}, //36 back, bottom | ||
325 | { 0, 1, 5, 6, 7, 3, 0, 6}, //37 back, bottom, left | ||
326 | { 0, 1, 2, 6, 7, 4, 0, 6}, //38 back, bottom, right | ||
327 | {-1,-1,-1,-1,-1,-1,-1, 0}, //39 - | ||
328 | { 2, 3, 7, 4, 5, 6, 2, 6}, //40 back, top | ||
329 | { 0, 4, 5, 6, 2, 3, 0, 6}, //41 back, top, left | ||
330 | { 1, 2, 3, 7, 4, 5, 1, 6}, //42 back, top, right | ||
331 | {-1,-1,-1,-1,-1,-1,-1, 0}, //43 invalid | ||
332 | {-1,-1,-1,-1,-1,-1,-1, 0}, //44 invalid | ||
333 | {-1,-1,-1,-1,-1,-1,-1, 0}, //45 invalid | ||
334 | {-1,-1,-1,-1,-1,-1,-1, 0}, //46 invalid | ||
335 | {-1,-1,-1,-1,-1,-1,-1, 0}, //47 invalid | ||
336 | {-1,-1,-1,-1,-1,-1,-1, 0}, //48 invalid | ||
337 | {-1,-1,-1,-1,-1,-1,-1, 0}, //49 invalid | ||
338 | {-1,-1,-1,-1,-1,-1,-1, 0}, //50 invalid | ||
339 | {-1,-1,-1,-1,-1,-1,-1, 0}, //51 invalid | ||
340 | {-1,-1,-1,-1,-1,-1,-1, 0}, //52 invalid | ||
341 | {-1,-1,-1,-1,-1,-1,-1, 0}, //53 invalid | ||
342 | {-1,-1,-1,-1,-1,-1,-1, 0}, //54 invalid | ||
343 | {-1,-1,-1,-1,-1,-1,-1, 0}, //55 invalid | ||
344 | {-1,-1,-1,-1,-1,-1,-1, 0}, //56 invalid | ||
345 | {-1,-1,-1,-1,-1,-1,-1, 0}, //57 invalid | ||
346 | {-1,-1,-1,-1,-1,-1,-1, 0}, //58 invalid | ||
347 | {-1,-1,-1,-1,-1,-1,-1, 0}, //59 invalid | ||
348 | {-1,-1,-1,-1,-1,-1,-1, 0}, //60 invalid | ||
349 | {-1,-1,-1,-1,-1,-1,-1, 0}, //61 invalid | ||
350 | {-1,-1,-1,-1,-1,-1,-1, 0}, //62 invalid | ||
351 | {-1,-1,-1,-1,-1,-1,-1, 0} //63 invalid | ||
352 | }; | ||
353 | |||
354 | const sbyte* AABB::ComputeOutline(const Point& local_eye, sdword& num) const | ||
355 | { | ||
356 | // Get box corners | ||
357 | Point min; GetMin(min); | ||
358 | Point max; GetMax(max); | ||
359 | |||
360 | // Compute 6-bit code to classify eye with respect to the 6 defining planes of the bbox | ||
361 | int pos = ((local_eye.x < min.x) ? 1 : 0) // 1 = left | ||
362 | + ((local_eye.x > max.x) ? 2 : 0) // 2 = right | ||
363 | + ((local_eye.y < min.y) ? 4 : 0) // 4 = bottom | ||
364 | + ((local_eye.y > max.y) ? 8 : 0) // 8 = top | ||
365 | + ((local_eye.z < min.z) ? 16 : 0) // 16 = front | ||
366 | + ((local_eye.z > max.z) ? 32 : 0); // 32 = back | ||
367 | |||
368 | // Look up number of vertices in outline | ||
369 | num = (sdword)gIndexList[pos][7]; | ||
370 | // Zero indicates invalid case | ||
371 | if(!num) return null; | ||
372 | |||
373 | return &gIndexList[pos][0]; | ||
374 | } | ||
375 | |||
376 | // calculateBoxArea: computes the screen-projected 2D area of an oriented 3D bounding box | ||
377 | |||
378 | //const Point& eye, //eye point (in bbox object coordinates) | ||
379 | //const AABB& box, //3d bbox | ||
380 | //const Matrix4x4& mat, //free transformation for bbox | ||
381 | //float width, float height, int& num) | ||
382 | float AABB::ComputeBoxArea(const Point& eye, const Matrix4x4& mat, float width, float height, sdword& num) const | ||
383 | { | ||
384 | const sbyte* Outline = ComputeOutline(eye, num); | ||
385 | if(!Outline) return -1.0f; | ||
386 | |||
387 | // Compute box vertices | ||
388 | Point vertexBox[8], dst[8]; | ||
389 | ComputePoints(vertexBox); | ||
390 | |||
391 | // Transform all outline corners into 2D screen space | ||
392 | for(sdword i=0;i<num;i++) | ||
393 | { | ||
394 | HPoint Projected; | ||
395 | vertexBox[Outline[i]].ProjectToScreen(width, height, mat, Projected); | ||
396 | dst[i] = Projected; | ||
397 | } | ||
398 | |||
399 | float Sum = (dst[num-1][0] - dst[0][0]) * (dst[num-1][1] + dst[0][1]); | ||
400 | |||
401 | for(int i=0; i<num-1; i++) | ||
402 | Sum += (dst[i][0] - dst[i+1][0]) * (dst[i][1] + dst[i+1][1]); | ||
403 | |||
404 | return Sum * 0.5f; //return computed value corrected by 0.5 | ||
405 | } | ||