Utility: Refactor some algorithms
This commit is contained in:
@@ -1156,32 +1156,4 @@ namespace Nz
|
||||
outputVertex++;
|
||||
}
|
||||
}
|
||||
|
||||
/*********************************Transform*********************************/
|
||||
|
||||
void TransformVertices(VertexPointers vertexPointers, UInt64 vertexCount, const Matrix4f& matrix)
|
||||
{
|
||||
if (vertexPointers.positionPtr)
|
||||
{
|
||||
for (UInt64 i = 0; i < vertexCount; ++i)
|
||||
*vertexPointers.positionPtr++ = matrix.Transform(*vertexPointers.positionPtr);
|
||||
}
|
||||
|
||||
if (vertexPointers.normalPtr || vertexPointers.tangentPtr)
|
||||
{
|
||||
Vector3f scale = matrix.GetScale();
|
||||
|
||||
if (vertexPointers.normalPtr)
|
||||
{
|
||||
for (UInt64 i = 0; i < vertexCount; ++i)
|
||||
*vertexPointers.normalPtr++ = matrix.Transform(*vertexPointers.normalPtr, 0.f) / scale;
|
||||
}
|
||||
|
||||
if (vertexPointers.tangentPtr)
|
||||
{
|
||||
for (UInt64 i = 0; i < vertexCount; ++i)
|
||||
*vertexPointers.tangentPtr++ = matrix.Transform(*vertexPointers.tangentPtr, 0.f) / scale;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user