From 78e29455c5cb4acce769498a5a32be6a3c6085b4 Mon Sep 17 00:00:00 2001 From: "FWoltermann@gmail.com" Date: Thu, 8 Dec 2011 16:00:07 +0000 Subject: Fixing up faulty references to class "Point" to "IcePoint" --- Opcode/Ice/IceTriangle.cpp | 66 +++++++++++++++++++++++----------------------- 1 file changed, 33 insertions(+), 33 deletions(-) (limited to 'Opcode/Ice/IceTriangle.cpp') diff --git a/Opcode/Ice/IceTriangle.cpp b/Opcode/Ice/IceTriangle.cpp index ef89109..69a858f 100644 --- a/Opcode/Ice/IceTriangle.cpp +++ b/Opcode/Ice/IceTriangle.cpp @@ -24,7 +24,7 @@ using namespace IceMaths; */ /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -static sdword VPlaneSideEps(const Point& v, const Plane& plane, float epsilon) +static sdword VPlaneSideEps(const IcePoint& v, const Plane& plane, float epsilon) { // Compute distance from current vertex to the plane float Dist = plane.Distance(v); @@ -42,7 +42,7 @@ static sdword VPlaneSideEps(const Point& v, const Plane& plane, float epsilon) /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void Triangle::Flip() { - Point Tmp = mVerts[1]; + IcePoint Tmp = mVerts[1]; mVerts[1] = mVerts[2]; mVerts[2] = Tmp; } @@ -55,9 +55,9 @@ void Triangle::Flip() /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// float Triangle::Area() const { - const Point& p0 = mVerts[0]; - const Point& p1 = mVerts[1]; - const Point& p2 = mVerts[2]; + const IcePoint& p0 = mVerts[0]; + const IcePoint& p1 = mVerts[1]; + const IcePoint& p2 = mVerts[2]; return ((p0 - p1)^(p0 - p2)).Magnitude() * 0.5f; } @@ -69,9 +69,9 @@ float Triangle::Area() const /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// float Triangle::Perimeter() const { - const Point& p0 = mVerts[0]; - const Point& p1 = mVerts[1]; - const Point& p2 = mVerts[2]; + const IcePoint& p0 = mVerts[0]; + const IcePoint& p1 = mVerts[1]; + const IcePoint& p2 = mVerts[2]; return p0.Distance(p1) + p0.Distance(p2) + p1.Distance(p2); @@ -96,11 +96,11 @@ float Triangle::Compacity() const * \param normal [out] the computed normal */ /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -void Triangle::Normal(Point& normal) const +void Triangle::Normal(IcePoint& normal) const { - const Point& p0 = mVerts[0]; - const Point& p1 = mVerts[1]; - const Point& p2 = mVerts[2]; + const IcePoint& p0 = mVerts[0]; + const IcePoint& p1 = mVerts[1]; + const IcePoint& p2 = mVerts[2]; normal = ((p0 - p1)^(p0 - p2)).Normalize(); } @@ -110,11 +110,11 @@ void Triangle::Normal(Point& normal) const * \param normal [out] the computed normal */ /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -void Triangle::DenormalizedNormal(Point& normal) const +void Triangle::DenormalizedNormal(IcePoint& normal) const { - const Point& p0 = mVerts[0]; - const Point& p1 = mVerts[1]; - const Point& p2 = mVerts[2]; + const IcePoint& p0 = mVerts[0]; + const IcePoint& p1 = mVerts[1]; + const IcePoint& p2 = mVerts[2]; normal = ((p0 - p1)^(p0 - p2)); } @@ -124,11 +124,11 @@ void Triangle::DenormalizedNormal(Point& normal) const * \param center [out] the computed center */ /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -void Triangle::Center(Point& center) const +void Triangle::Center(IcePoint& center) const { - const Point& p0 = mVerts[0]; - const Point& p1 = mVerts[1]; - const Point& p2 = mVerts[2]; + const IcePoint& p0 = mVerts[0]; + const IcePoint& p1 = mVerts[1]; + const IcePoint& p2 = mVerts[2]; center = (p0 + p1 + p2)*INV3; } @@ -171,9 +171,9 @@ void Triangle::ComputeMoment(Moment& m) Center(m.mCentroid); // Second-order components. Handle zero-area faces. - Point& p = mVerts[0]; - Point& q = mVerts[1]; - Point& r = mVerts[2]; + IcePoint& p = mVerts[0]; + IcePoint& q = mVerts[1]; + IcePoint& r = mVerts[2]; if(m.mArea==0.0f) { // This triangle has zero area. The second order components would be eliminated with the usual formula, so, for the @@ -242,24 +242,24 @@ float Triangle::MaxEdgeLength() const /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /** - * Computes a point on the triangle according to the stabbing information. - * \param u,v [in] point's barycentric coordinates - * \param pt [out] point on triangle + * Computes a IcePoint on the triangle according to the stabbing information. + * \param u,v [in] IcePoint's barycentric coordinates + * \param pt [out] IcePoint on triangle * \param nearvtx [out] index of nearest vertex */ /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -void Triangle::ComputePoint(float u, float v, Point& pt, udword* nearvtx) const +void Triangle::ComputePoint(float u, float v, IcePoint& pt, udword* nearvtx) const { - // Compute point coordinates + // Compute IcePoint coordinates pt = (1.0f - u - v)*mVerts[0] + u*mVerts[1] + v*mVerts[2]; // Compute nearest vertex if needed if(nearvtx) { // Compute distance vector - Point d(mVerts[0].SquareDistance(pt), // Distance^2 from vertex 0 to point on the face - mVerts[1].SquareDistance(pt), // Distance^2 from vertex 1 to point on the face - mVerts[2].SquareDistance(pt)); // Distance^2 from vertex 2 to point on the face + IcePoint d(mVerts[0].SquareDistance(pt), // Distance^2 from vertex 0 to IcePoint on the face + mVerts[1].SquareDistance(pt), // Distance^2 from vertex 1 to IcePoint on the face + mVerts[2].SquareDistance(pt)); // Distance^2 from vertex 2 to IcePoint on the face // Get smallest distance *nearvtx = d.SmallestAxis(); @@ -269,7 +269,7 @@ void Triangle::ComputePoint(float u, float v, Point& pt, udword* nearvtx) const void Triangle::Inflate(float fat_coeff, bool constant_border) { // Compute triangle center - Point TriangleCenter; + IcePoint TriangleCenter; Center(TriangleCenter); // Don't normalize? @@ -277,7 +277,7 @@ void Triangle::Inflate(float fat_coeff, bool constant_border) // Don't => add more to big triangles for(udword i=0;i<3;i++) { - Point v = mVerts[i] - TriangleCenter; + IcePoint v = mVerts[i] - TriangleCenter; if(constant_border) v.Normalize(); -- cgit v1.1