turned template class into normal class, too many issues at the moment

This commit is contained in:
ejcoumans
2006-05-25 20:46:30 +00:00
parent 23580cbaed
commit 18ac5c40ce
3 changed files with 244 additions and 238 deletions

View File

@@ -86,13 +86,13 @@ unsigned int getDebugColor(void)
class Wpoint
{
public:
Wpoint(const Vector3d<float> &p,float w)
Wpoint(const Vector3d &p,float w)
{
mPoint = p;
mWeight = w;
}
Vector3d<float> mPoint;
Vector3d mPoint;
float mWeight;
};
@@ -159,9 +159,9 @@ public:
}
// clip this line segment against this triangle.
bool clip(const Vector3d<float> &start,Vector3d<float> &end) const
bool clip(const Vector3d &start,Vector3d &end) const
{
Vector3d<float> sect;
Vector3d sect;
bool hit = lineIntersectsTriangle(start.Ptr(), end.Ptr(), mP1.Ptr(), mP2.Ptr(), mP3.Ptr(), sect.Ptr() );
@@ -172,7 +172,7 @@ public:
return hit;
}
bool Concave(const Vector3d<float> &p,float &distance,Vector3d<float> &n) const
bool Concave(const Vector3d &p,float &distance,Vector3d &n) const
{
n.NearestPointInTriangle(p,mP1,mP2,mP3);
distance = p.Distance(n);
@@ -213,9 +213,9 @@ public:
unsigned int color = getDebugColor();
#if 0
Vector3d<float> d1 = mNear1;
Vector3d<float> d2 = mNear2;
Vector3d<float> d3 = mNear3;
Vector3d d1 = mNear1;
Vector3d d2 = mNear2;
Vector3d d3 = mNear3;
callback->ConvexDebugPoint(mP1.Ptr(),0.01f,0x00FF00);
callback->ConvexDebugPoint(mP2.Ptr(),0.01f,0x00FF00);
@@ -251,7 +251,7 @@ public:
}
float raySect(const Vector3d<float> &p,const Vector3d<float> &dir,Vector3d<float> &sect) const
float raySect(const Vector3d &p,const Vector3d &dir,Vector3d &sect) const
{
float plane[4];
@@ -260,7 +260,7 @@ public:
plane[2] = mNormal.z;
plane[3] = mPlaneD;
Vector3d<float> dest = p+dir*100000;
Vector3d dest = p+dir*100000;
intersect( p.Ptr(), dest.Ptr(), sect.Ptr(), plane );
@@ -268,7 +268,7 @@ public:
}
float planeDistance(const Vector3d<float> &p) const
float planeDistance(const Vector3d &p) const
{
float plane[4];
@@ -339,9 +339,9 @@ public:
Wpoint p2(mP2,mC2);
Wpoint p3(mP3,mC3);
Vector3d<float> d1 = mNear1 - mP1;
Vector3d<float> d2 = mNear2 - mP2;
Vector3d<float> d3 = mNear3 - mP3;
Vector3d d1 = mNear1 - mP1;
Vector3d d2 = mNear2 - mP2;
Vector3d d3 = mNear3 - mP3;
d1*=WSCALE;
d2*=WSCALE;
@@ -375,9 +375,9 @@ public:
callback->ConvexDebugTri(mP2.Ptr(), d2.Ptr(), d2.Ptr(),0x00FF00);
callback->ConvexDebugTri(mP3.Ptr(), d3.Ptr(), d3.Ptr(),0x00FF00);
Vector3d<float> np1 = mP1 + mNormal*0.05f;
Vector3d<float> np2 = mP2 + mNormal*0.05f;
Vector3d<float> np3 = mP3 + mNormal*0.05f;
Vector3d np1 = mP1 + mNormal*0.05f;
Vector3d np2 = mP2 + mNormal*0.05f;
Vector3d np3 = mP3 + mNormal*0.05f;
callback->ConvexDebugTri(mP1.Ptr(), np1.Ptr(), np1.Ptr(), 0xFF00FF );
callback->ConvexDebugTri(mP2.Ptr(), np2.Ptr(), np2.Ptr(), 0xFF00FF );
@@ -393,13 +393,13 @@ public:
}
Vector3d<float> mP1;
Vector3d<float> mP2;
Vector3d<float> mP3;
Vector3d<float> mNear1;
Vector3d<float> mNear2;
Vector3d<float> mNear3;
Vector3d<float> mNormal;
Vector3d mP1;
Vector3d mP2;
Vector3d mP3;
Vector3d mNear1;
Vector3d mNear2;
Vector3d mNear3;
Vector3d mNormal;
float mPlaneD;
float mConcavity;
float mC1;
@@ -459,7 +459,7 @@ bool featureMatch(CTri &m,const CTriVector &tris,ConvexDecompInterface *callback
neardot = dot;
Vector3d<float> n1,n2,n3;
Vector3d n1,n2,n3;
t.raySect( m.mP1, m.mNormal, m.mNear1 );
t.raySect( m.mP2, m.mNormal, m.mNear2 );
@@ -608,7 +608,7 @@ float computeConcavity(unsigned int vcount,
float dy = bmax[1] - bmin[1];
float dz = bmax[2] - bmin[2];
Vector3d<float> center;
Vector3d center;
center.x = bmin[0] + dx*0.5f;
center.y = bmin[1] + dy*0.5f;