Frustrum::Split & Frustrum::WriteToByte edited
Their paramlists did not follow coding practice standard. Now corrected. Old versions still available as inline methods and is marked DEPRECATED.
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@ -101,7 +101,7 @@ Frustrum & Frustrum::operator = ( const Float4x4 &vp )
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return *this;
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return *this;
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}
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}
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void Frustrum::Split( Frustrum target[], unsigned int numX, unsigned int numY, unsigned int numZ ) const
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void Frustrum::Split( unsigned int numX, unsigned int numY, unsigned int numZ, Frustrum target[] ) const
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{
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{
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float incrementX = 1.0f / numX,
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float incrementX = 1.0f / numX,
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incrementY = 1.0f / numY,
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incrementY = 1.0f / numY,
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@ -174,7 +174,7 @@ void Frustrum::Split( Frustrum target[], unsigned int numX, unsigned int numY, u
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}
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}
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}
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}
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void Frustrum::WriteToByte( unsigned char targetMem[], unsigned int &nextIndex ) const
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void Frustrum::WriteToByte( unsigned int &nextIndex, unsigned char targetMem[] ) const
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{
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{
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Float *fMem = (Float*)&targetMem[nextIndex];
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Float *fMem = (Float*)&targetMem[nextIndex];
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for( int p = 0; p < 6; ++p )
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for( int p = 0; p < 6; ++p )
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@ -31,13 +31,24 @@ namespace Oyster { namespace Collision3D
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Frustrum & operator = ( const Frustrum &frustrum );
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Frustrum & operator = ( const Frustrum &frustrum );
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Frustrum & operator = ( const ::Oyster::Math::Float4x4 &viewProjection );
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Frustrum & operator = ( const ::Oyster::Math::Float4x4 &viewProjection );
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void Split( Frustrum targetList[], unsigned int numX, unsigned int numY = 1U, unsigned int numZ = 1u ) const;
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void Split( unsigned int numX, unsigned int numY, unsigned int numZ, Frustrum targetList[] ) const;
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void WriteToByte( unsigned char targetMem[], unsigned int &nextIndex ) const;
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void WriteToByte( unsigned int &nextIndex, unsigned char targetMem[] ) const;
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void Split( Frustrum targetList[], unsigned int numX, unsigned int numY = 1U, unsigned int numZ = 1u ) const; /// DEPRECATED
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void WriteToByte( unsigned char targetMem[], unsigned int &nextIndex ) const; /// DEPRECATED
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virtual ::Utility::Memory::UniquePointer<ICollideable> Clone( ) const;
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virtual ::Utility::Memory::UniquePointer<ICollideable> Clone( ) const;
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bool Intersects( const ICollideable *target ) const;
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bool Intersects( const ICollideable *target ) const;
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bool Contains( const ICollideable *target ) const;
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bool Contains( const ICollideable *target ) const;
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};
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};
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// INLINE IMPLEMENTATIONS ///////////////////////////////////////
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inline void Frustrum::Split( Frustrum targetList[], unsigned int numX, unsigned int numY, unsigned int numZ ) const /// DEPRECATED
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{ this->Split( numX, numY, numZ, targetList ); }
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inline void Frustrum::WriteToByte( unsigned char targetMem[], unsigned int &nextIndex ) const /// DEPRECATED
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{ this->WriteToByte( nextIndex, targetMem ); }
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} }
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} }
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#endif
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#endif
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