/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * */ /* * This file is based on WME. * http://dead-code.org/redir.php?target=wme * Copyright (c) 2003-2013 Jan Nedoma and contributors */ #include "common/util.h" #include "engines/wintermute/ad/ad_waypoint_group3d.h" #include "engines/wintermute/base/gfx/3dmesh.h" namespace Wintermute { ////////////////////////////////////////////////////////////////////////// AdWaypointGroup3D::AdWaypointGroup3D(BaseGame *inGame) : BaseClass(inGame) { _active = true; } ////////////////////////////////////////////////////////////////////////// AdWaypointGroup3D::~AdWaypointGroup3D() { for (int32 i = 0; i < _points.getSize(); i++) { delete _points[i]; } _points.removeAll(); } ////////////////////////////////////////////////////////////////////////// bool AdWaypointGroup3D::addFromMesh(Mesh3DS *mesh) { DXVector3 min = DXVector3(0, 0, 0); DXVector3 max = DXVector3(0, 0, 0); if (mesh->_numVertices > 0) { min = max = mesh->_vertices[0]._pos; } for (int i = 0; i < mesh->_numVertices; i++) { min._x = MIN(min._x, mesh->_vertices[i]._pos._x); min._y = MIN(min._y, mesh->_vertices[i]._pos._y); min._z = MIN(min._z, mesh->_vertices[i]._pos._z); max._x = MAX(max._x, mesh->_vertices[i]._pos._x); max._y = MAX(max._y, mesh->_vertices[i]._pos._y); max._z = MAX(max._z, mesh->_vertices[i]._pos._z); } DXVector3 *vect = new DXVector3; vect->_x = min._x + (max._x - min._x) / 2; vect->_y = min._y + (max._y - min._y) / 2; vect->_z = min._z + (max._z - min._z) / 2; _points.add(vect); return true; } } // namespace Wintermute