Add constructor to BoundingBox for single point empty box construction
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@@ -1132,6 +1132,6 @@ void SceneAnimationPlayer::OnTransformChanged()
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// Base
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Actor::OnTransformChanged();
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_box = BoundingBox(_transform.Translation, _transform.Translation);
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_box = BoundingBox(_transform.Translation);
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_sphere = BoundingSphere(_transform.Translation, 0.0f);
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}
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@@ -63,7 +63,7 @@ void AudioListener::OnTransformChanged()
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// Base
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Actor::OnTransformChanged();
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_box = BoundingBox(_transform.Translation, _transform.Translation);
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_box = BoundingBox(_transform.Translation);
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_sphere = BoundingSphere(_transform.Translation, 0.0f);
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if (IsActiveInHierarchy())
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@@ -461,7 +461,7 @@ void AudioSource::OnTransformChanged()
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// Base
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Actor::OnTransformChanged();
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_box = BoundingBox(_transform.Translation, _transform.Translation);
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_box = BoundingBox(_transform.Translation);
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_sphere = BoundingSphere(_transform.Translation, 0.0f);
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if (IsActiveInHierarchy() && SourceIDs.HasItems())
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@@ -6,7 +6,7 @@
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#include "../Types/String.h"
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const BoundingBox BoundingBox::Empty(Vector3(MAX_float), Vector3(MIN_float));
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const BoundingBox BoundingBox::Zero(Vector3(0.0f), Vector3(0.0f));
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const BoundingBox BoundingBox::Zero(Vector3(0.0f));
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String BoundingBox::ToString() const
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{
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@@ -45,6 +45,16 @@ public:
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{
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}
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/// <summary>
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/// Initializes a new instance of the <see cref="BoundingBox"/> struct.
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/// </summary>
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/// <param name="point">The location of the empty bounding box.</param>
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BoundingBox(const Vector3& point)
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: Minimum(point)
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, Maximum(point)
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{
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}
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/// <summary>
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/// Initializes a new instance of the <see cref="BoundingBox"/> struct.
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/// </summary>
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@@ -383,7 +383,7 @@ void AnimatedModel::UpdateLocalBounds()
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}
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else
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{
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box = BoundingBox(Vector3::Zero, Vector3::Zero);
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box = BoundingBox(Vector3::Zero);
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}
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// Scale bounds
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@@ -96,7 +96,7 @@ void BoneSocket::OnTransformChanged()
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// Base
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Actor::OnTransformChanged();
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_box = BoundingBox(_transform.Translation, _transform.Translation);
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_box = BoundingBox(_transform.Translation);
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_sphere = BoundingSphere(_transform.Translation, 0.0f);
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}
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@@ -92,6 +92,6 @@ void DirectionalLight::OnTransformChanged()
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// Base
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LightWithShadow::OnTransformChanged();
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_box = BoundingBox(_transform.Translation, _transform.Translation);
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_box = BoundingBox(_transform.Translation);
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_sphere = BoundingSphere(_transform.Translation, 0.0f);
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}
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@@ -22,6 +22,6 @@ void EmptyActor::OnTransformChanged()
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// Base
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Actor::OnTransformChanged();
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_box = BoundingBox(_transform.Translation, _transform.Translation);
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_box = BoundingBox(_transform.Translation);
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_sphere = BoundingSphere(_transform.Translation, 0.0f);
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}
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@@ -228,6 +228,6 @@ void ExponentialHeightFog::OnTransformChanged()
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// Base
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Actor::OnTransformChanged();
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_box = BoundingBox(_transform.Translation, _transform.Translation);
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_box = BoundingBox(_transform.Translation);
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_sphere = BoundingSphere(_transform.Translation, 0.0f);
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}
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@@ -259,6 +259,6 @@ void Sky::OnTransformChanged()
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// Base
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Actor::OnTransformChanged();
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_box = BoundingBox(_transform.Translation, _transform.Translation);
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_box = BoundingBox(_transform.Translation);
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_sphere = BoundingSphere(_transform.Translation, 0.0f);
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}
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@@ -146,6 +146,6 @@ void Skybox::OnTransformChanged()
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// Base
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Actor::OnTransformChanged();
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_box = BoundingBox(_transform.Translation, _transform.Translation);
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_box = BoundingBox(_transform.Translation);
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_sphere = BoundingSphere(_transform.Translation, 0.0f);
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}
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@@ -110,7 +110,7 @@ void SplineModel::OnSplineUpdated()
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// Skip updates when actor is disabled or something is missing
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if (!_spline || !Model || !Model->IsLoaded() || !IsActiveInHierarchy() || _spline->GetSplinePointsCount() < 2)
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{
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_box = BoundingBox(_transform.Translation, _transform.Translation);
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_box = BoundingBox(_transform.Translation);
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BoundingSphere::FromBox(_box, _sphere);
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return;
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}
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@@ -187,7 +187,7 @@ void StaticModel::UpdateBounds()
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}
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else
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{
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_box = BoundingBox(_transform.Translation, _transform.Translation);
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_box = BoundingBox(_transform.Translation);
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}
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BoundingSphere::FromBox(_box, _sphere);
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}
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@@ -362,6 +362,6 @@ void Scene::OnTransformChanged()
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// Base
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Actor::OnTransformChanged();
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_box = BoundingBox(_transform.Translation, _transform.Translation);
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_box = BoundingBox(_transform.Translation);
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_sphere = BoundingSphere(_transform.Translation, 0.0f);
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}
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@@ -306,7 +306,7 @@ void ParticleEffect::UpdateBounds()
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// Empty bounds if there is no particle system to play or it has been never played
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if (bounds == BoundingBox::Empty)
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{
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bounds = BoundingBox(_transform.Translation, _transform.Translation);
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bounds = BoundingBox(_transform.Translation);
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}
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_box = bounds;
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@@ -61,7 +61,7 @@ void PhysicsActor::UpdateBounds()
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}
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else
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{
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_box = BoundingBox(_transform.Translation, _transform.Translation);
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_box = BoundingBox(_transform.Translation);
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}
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}
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else
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@@ -71,7 +71,7 @@ void PhysicsActor::UpdateBounds()
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}
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else
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{
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_box = BoundingBox(_transform.Translation, _transform.Translation);
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_box = BoundingBox(_transform.Translation);
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}
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BoundingSphere::FromBox(_box, _sphere);
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}
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@@ -178,6 +178,6 @@ void SplineRopeBody::OnTransformChanged()
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{
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Actor::OnTransformChanged();
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_box = BoundingBox(_transform.Translation, _transform.Translation);
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_box = BoundingBox(_transform.Translation);
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_sphere = BoundingSphere(_transform.Translation, 0.0f);
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}
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@@ -220,7 +220,7 @@ void CharacterController::UpdateBounds()
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if (actor)
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_box = P2C(actor->getWorldBounds(boundsScale));
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else
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_box = BoundingBox(_transform.Translation, _transform.Translation);
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_box = BoundingBox(_transform.Translation);
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BoundingSphere::FromBox(_box, _sphere);
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}
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@@ -345,7 +345,7 @@ void CharacterController::OnTransformChanged()
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}
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else if (!_controller)
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{
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_box = BoundingBox(_transform.Translation, _transform.Translation);
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_box = BoundingBox(_transform.Translation);
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BoundingSphere::FromBox(_box, _sphere);
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}
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}
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@@ -64,7 +64,7 @@ void SplineCollider::OnSplineUpdated()
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{
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if (!_spline || !IsActiveInHierarchy() || _spline->GetSplinePointsCount() < 2 || !CollisionData || !CollisionData->IsLoaded())
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{
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_box = BoundingBox(_transform.Translation, _transform.Translation);
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_box = BoundingBox(_transform.Translation);
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BoundingSphere::FromBox(_box, _sphere);
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return;
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}
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@@ -178,7 +178,7 @@ void SplineCollider::UpdateBounds()
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void SplineCollider::GetGeometry(PxGeometryHolder& geometry)
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{
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// Reset bounds
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_box = BoundingBox(_transform.Translation, _transform.Translation);
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_box = BoundingBox(_transform.Translation);
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BoundingSphere::FromBox(_box, _sphere);
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// Skip if sth is missing
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@@ -327,7 +327,7 @@ void Joint::OnTransformChanged()
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// TODO: this could track only local transform changed
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_box = BoundingBox(_transform.Translation, _transform.Translation);
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_box = BoundingBox(_transform.Translation);
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_sphere = BoundingSphere(_transform.Translation, 0.0f);
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if (_joint)
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@@ -37,7 +37,7 @@ Terrain::~Terrain()
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void Terrain::UpdateBounds()
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{
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PROFILE_CPU();
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_box = BoundingBox(_transform.Translation, _transform.Translation);
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_box = BoundingBox(_transform.Translation);
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for (int32 i = 0; i < _patches.Count(); i++)
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{
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auto patch = _patches[i];
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@@ -31,7 +31,7 @@ TextRender::TextRender(const SpawnParams& params)
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{
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_world = Matrix::Identity;
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_color = Color::White;
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_localBox = BoundingBox(Vector3::Zero, Vector3::Zero);
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_localBox = BoundingBox(Vector3::Zero);
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_layoutOptions.Bounds = Rectangle(-100, -100, 200, 200);
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_layoutOptions.HorizontalAlignment = TextAlignment::Center;
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_layoutOptions.VerticalAlignment = TextAlignment::Center;
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@@ -92,7 +92,7 @@ void TextRender::UpdateLayout()
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_vb0.Clear();
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_vb1.Clear();
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_vb2.Clear();
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_localBox = BoundingBox(Vector3::Zero, Vector3::Zero);
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_localBox = BoundingBox(Vector3::Zero);
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BoundingBox::Transform(_localBox, _world, _box);
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BoundingSphere::FromBox(_box, _sphere);
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#if USE_PRECISE_MESH_INTERSECTS
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@@ -291,7 +291,7 @@ void TextRender::UpdateLayout()
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if (_ib.Data.IsEmpty())
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{
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// Empty
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box = BoundingBox(_transform.Translation, _transform.Translation);
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box = BoundingBox(_transform.Translation);
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}
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_localBox = box;
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BoundingBox::Transform(_localBox, _world, _box);
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@@ -164,6 +164,6 @@ void UICanvas::OnTransformChanged()
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// Base
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Actor::OnTransformChanged();
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_box = BoundingBox(_transform.Translation, _transform.Translation);
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_box = BoundingBox(_transform.Translation);
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_sphere = BoundingSphere(_transform.Translation, 0.0f);
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}
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@@ -163,7 +163,7 @@ void UIControl::OnTransformChanged()
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// Base
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Actor::OnTransformChanged();
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_box = BoundingBox(_transform.Translation, _transform.Translation);
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_box = BoundingBox(_transform.Translation);
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_sphere = BoundingSphere(_transform.Translation, 0.0f);
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UICONTROL_INVOKE(TransformChanged);
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