diff options
author | Juan Linietsky <juan@godotengine.org> | 2020-02-17 18:06:54 -0300 |
---|---|---|
committer | Juan Linietsky <reduzio@gmail.com> | 2020-02-18 10:10:36 +0100 |
commit | 3205a92ad872f918c8322cdcd1434c231a1fd251 (patch) | |
tree | db44242ca27432eb8ea849679752d0835d2ae41a /core/math/triangle_mesh.h | |
parent | fb8c93c10b4b73d5f18f1ed287497728800e22b5 (diff) |
PoolVector is gone, replaced by Vector
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are
sugar for `Vector<Type>`.
Diffstat (limited to 'core/math/triangle_mesh.h')
-rw-r--r-- | core/math/triangle_mesh.h | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/core/math/triangle_mesh.h b/core/math/triangle_mesh.h index 575a78b0b5..fdbfb90465 100644 --- a/core/math/triangle_mesh.h +++ b/core/math/triangle_mesh.h @@ -44,8 +44,8 @@ class TriangleMesh : public Reference { int indices[3]; }; - PoolVector<Triangle> triangles; - PoolVector<Vector3> vertices; + Vector<Triangle> triangles; + Vector<Vector3> vertices; struct BVH { @@ -82,7 +82,7 @@ class TriangleMesh : public Reference { int _create_bvh(BVH *p_bvh, BVH **p_bb, int p_from, int p_size, int p_depth, int &max_depth, int &max_alloc); - PoolVector<BVH> bvh; + Vector<BVH> bvh; int max_depth; bool valid; @@ -93,13 +93,13 @@ public: bool intersect_convex_shape(const Plane *p_planes, int p_plane_count) const; bool inside_convex_shape(const Plane *p_planes, int p_plane_count, Vector3 p_scale = Vector3(1, 1, 1)) const; Vector3 get_area_normal(const AABB &p_aabb) const; - PoolVector<Face3> get_faces() const; + Vector<Face3> get_faces() const; - PoolVector<Triangle> get_triangles() const { return triangles; } - PoolVector<Vector3> get_vertices() const { return vertices; } - void get_indices(PoolVector<int> *r_triangles_indices) const; + Vector<Triangle> get_triangles() const { return triangles; } + Vector<Vector3> get_vertices() const { return vertices; } + void get_indices(Vector<int> *r_triangles_indices) const; - void create(const PoolVector<Vector3> &p_faces); + void create(const Vector<Vector3> &p_faces); TriangleMesh(); }; |