khanat-code-old/code/nel/src/3d/vegetable_clip_block.cpp
2010-05-06 02:08:41 +02:00

92 lines
2.2 KiB
C++

// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "std3d.h"
#include "nel/3d/vegetable_clip_block.h"
namespace NL3D
{
// ***************************************************************************
CVegetableClipBlock::CVegetableClipBlock()
{
_Empty= true;
_RenderNext= NULL;
_NumIgs= 0;
}
// ***************************************************************************
void CVegetableClipBlock::extendBBoxOnly(const CVector &vec)
{
if( !_BBox.include(vec) )
{
_BBox.extend(vec);
}
}
// ***************************************************************************
void CVegetableClipBlock::updateSphere()
{
_BSphere.Center= _BBox.getCenter();
_BSphere.Radius= _BBox.getRadius();
}
// ***************************************************************************
void CVegetableClipBlock::extendSphere(const CVector &vec)
{
if(_Empty)
{
_Empty= false;
_BBox.setCenter(vec);
_BBox.setHalfSize(CVector::Null);
_BSphere.Center= vec;
_BSphere.Radius= 0;
}
else
{
extendBBoxOnly(vec);
updateSphere();
}
}
// ***************************************************************************
bool CVegetableClipBlock::clip(const std::vector<CPlane> &pyramid)
{
if(_Empty)
return false;
for(uint i=0;i<pyramid.size();i++)
{
// If entirely out.
if(!_BSphere.clipBack( pyramid[i] ))
{
return false;
}
}
return true;
}
} // NL3D