Polyhedron.hpp   Polyhedron.hpp
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QVector<SPolygon> polygons; QVector<SPolygon> polygons;
//! Adds a frustum to this polyhedron //! Adds a frustum to this polyhedron
//! Adds a polygon to this polyhedron //! Adds a polygon to this polyhedron
//! Adds a polygon to this polyhedron //! Adds a polygon to this polyhedron
void add(const QVector<Vec3f> &verts, const Vec3f &normal); void add(const QVector<Vec3f> &verts, const Vec3f &normal);
//! Intersect this polyhedron with the specified bounding box //! Intersect this polyhedron with the specified bounding box
void intersect(const AABB &bb); void intersect(const AABBox &bb);
//! Intersect this polyhedron with the specified plane //! Intersect this polyhedron with the specified plane
void intersect(const Plane &p); void intersect(const Plane &p);
//! Extrude each point of this polyhedron towards direction until we hit the bounding box //! Extrude each point of this polyhedron towards direction until we hit the bounding box
void extrude(const Vec3f &dir, const AABB &bb); void extrude(const Vec3f &dir, const AABBox &bb);
//! Clear up //! Clear up
void clear(); void clear();
//! Returns the unique vertices count //! Returns the unique vertices count
int getVertCount() const; int getVertCount() const;
//! Returns the unique vertices //! Returns the unique vertices
const QVector<Vec3f> &getVerts() const; const QVector<Vec3f> &getVerts() const;
//! Makes the unique vertices vector //! Makes the unique vertices vector
void makeUniqueVerts(); void makeUniqueVerts();
void render() const; void render() const;
//! This is used for debugging of the crop matrix //! This is used for debugging of the crop matrix
//! It contains the world-space representation of the orthographic p rojection used for shadowmapping. //! It contains the world-space representation of the orthographic p rojection used for shadowmapping.
Box debugBox; //Box debugBox;
private: private:
//! Vector holding all unique vertices of this polyhedron //! Vector holding all unique vertices of this polyhedron
QVector<Vec3f> uniqueVerts; QVector<Vec3f> uniqueVerts;
//! Adds the vertex if it's unique //! Adds the vertex if it's unique
//! Intersect for extrude() //! Intersect for extrude()
void intersect(const Line &l, const Vec3f &min, const Vec3f &max, QV ector<Vec3f> &vertices); void intersect(const Line &l, const Vec3f &min, const Vec3f &max, QV ector<Vec3f> &vertices);
//! Clip for extrude() //! Clip for extrude()
bool clip(float p, float q, float &u1, float &u2) const; bool clip(float p, float q, float &u1, float &u2) const;
}; };
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