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78 lines
2.4 KiB
C++
78 lines
2.4 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* This file is based on WME.
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* http://dead-code.org/redir.php?target=wme
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* Copyright (c) 2003-2013 Jan Nedoma and contributors
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*/
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#include "common/util.h"
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#include "engines/wintermute/ad/ad_waypoint_group3d.h"
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#include "engines/wintermute/base/gfx/3dmesh.h"
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namespace Wintermute {
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//////////////////////////////////////////////////////////////////////////
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AdWaypointGroup3D::AdWaypointGroup3D(BaseGame *inGame) : BaseClass(inGame) {
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_active = true;
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}
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//////////////////////////////////////////////////////////////////////////
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AdWaypointGroup3D::~AdWaypointGroup3D() {
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for (uint i = 0; i < _points.size(); i++) {
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delete _points[i];
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}
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_points.clear();
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}
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//////////////////////////////////////////////////////////////////////////
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bool AdWaypointGroup3D::addFromMesh(Mesh3DS *mesh) {
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Math::Vector3d min = Math::Vector3d(0, 0, 0);
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Math::Vector3d max = Math::Vector3d(0, 0, 0);
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if (mesh->vertexCount() > 0) {
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min = max = mesh->getVertexPosition(0);
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}
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for (int i = 0; i < mesh->vertexCount(); i++) {
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min.x() = MIN(min.x(), mesh->getVertexPosition(i)[0]);
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min.y() = MIN(min.y(), mesh->getVertexPosition(i)[1]);
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min.z() = MIN(min.z(), mesh->getVertexPosition(i)[2]);
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max.x() = MAX(max.x(), mesh->getVertexPosition(i)[0]);
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max.y() = MAX(max.y(), mesh->getVertexPosition(i)[1]);
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max.z() = MAX(max.z(), mesh->getVertexPosition(i)[2]);
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}
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Math::Vector3d *vect = new Math::Vector3d;
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vect->x() = min.x() + (max.x() - min.x()) / 2;
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vect->y() = min.y() + (max.y() - min.y()) / 2;
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vect->z() = min.z() + (max.z() - min.z()) / 2;
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_points.add(vect);
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return true;
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}
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} // namespace Wintermute
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