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authorTamito Kajiyama <rd6t-kjym@asahi-net.or.jp>2014-04-17 09:19:10 +0400
committerTamito Kajiyama <rd6t-kjym@asahi-net.or.jp>2014-04-17 09:37:13 +0400
commit1674a04488143149b19fda4985193dd8431fcac4 (patch)
tree180eebe2356f2560e9e2a022a0aad1a2a068eb9d /source/blender/freestyle/intern/geometry/GeomUtils.h
parent62258d9f30d453172508803eef882d98ca103238 (diff)
Freestyle: removed unused *_EXPORT qualifiers for building Windows DLLs.
These qualifiers were leftovers of the stand alone Freestyle program and not used (set to an empty string) in Blender for years.
Diffstat (limited to 'source/blender/freestyle/intern/geometry/GeomUtils.h')
-rw-r--r--source/blender/freestyle/intern/geometry/GeomUtils.h21
1 files changed, 0 insertions, 21 deletions
diff --git a/source/blender/freestyle/intern/geometry/GeomUtils.h b/source/blender/freestyle/intern/geometry/GeomUtils.h
index dbb7a5d4e75..64aa6379e80 100644
--- a/source/blender/freestyle/intern/geometry/GeomUtils.h
+++ b/source/blender/freestyle/intern/geometry/GeomUtils.h
@@ -83,17 +83,14 @@ typedef enum {
COINCIDENT,
} intersection_test;
-LIB_GEOMETRY_EXPORT
intersection_test intersect2dSeg2dSeg(const Vec2r& p1, const Vec2r& p2, // first segment
const Vec2r& p3, const Vec2r& p4, // second segment
Vec2r& res); // found intersection point
-LIB_GEOMETRY_EXPORT
intersection_test intersect2dLine2dLine(const Vec2r& p1, const Vec2r& p2, // first segment
const Vec2r& p3, const Vec2r& p4, // second segment
Vec2r& res); // found intersection point
-LIB_GEOMETRY_EXPORT
intersection_test intersect2dSeg2dSegParametric(const Vec2r& p1, const Vec2r& p2, // first segment
const Vec2r& p3, const Vec2r& p4, // second segment
real& t, // I = P1 + t * P1P2)
@@ -101,26 +98,21 @@ intersection_test intersect2dSeg2dSegParametric(const Vec2r& p1, const Vec2r& p2
real epsilon = M_EPSILON);
/*! check whether a 2D segment intersect a 2D region or not */
-LIB_GEOMETRY_EXPORT
bool intersect2dSeg2dArea(const Vec2r& min, const Vec2r& max, const Vec2r& A, const Vec2r& B);
/*! check whether a 2D segment is included in a 2D region or not */
-LIB_GEOMETRY_EXPORT
bool include2dSeg2dArea(const Vec2r& min, const Vec2r& max, const Vec2r& A, const Vec2r& B);
/*! Box-triangle overlap test, adapted from Tomas Akenine-Möller code */
-LIB_GEOMETRY_EXPORT
bool overlapTriangleBox(Vec3r& boxcenter, Vec3r& boxhalfsize, Vec3r triverts[3]);
/*! Fast, Minimum Storage Ray-Triangle Intersection, adapted from Tomas Möller and Ben Trumbore code. */
-LIB_GEOMETRY_EXPORT
bool intersectRayTriangle(const Vec3r& orig, const Vec3r& dir, const Vec3r& v0, const Vec3r& v1, const Vec3r& v2,
real& t, // I = orig + t * dir
real& u, real& v, // I = (1 - u - v) * v0 + u * v1 + v * v2
const real epsilon = M_EPSILON); // the epsilon to use
/*! Intersection between plane and ray adapted from Graphics Gems, Didier Badouel */
-LIB_GEOMETRY_EXPORT
intersection_test intersectRayPlane(const Vec3r& orig, const Vec3r& dir, // ray origin and direction
// plane's normal and offset (plane = { P / P.N + d = 0 })
const Vec3r& norm, const real d,
@@ -130,7 +122,6 @@ intersection_test intersectRayPlane(const Vec3r& orig, const Vec3r& dir, // ray
/*! Intersection Ray-Bounding box (axis aligned).
* Adapted from Williams et al, "An Efficient Robust Ray-Box Intersection Algorithm", JGT 10:1 (2005), pp. 49-54.
*/
-LIB_GEOMETRY_EXPORT
bool intersectRayBBox(const Vec3r& orig, const Vec3r& dir, // ray origin and direction
const Vec3r& boxMin, const Vec3r& boxMax, // the bbox
// the interval in which at least on of the intersections must happen
@@ -140,16 +131,12 @@ bool intersectRayBBox(const Vec3r& orig, const Vec3r& dir, // ray origin an
real epsilon = M_EPSILON); // the epsilon to use
/*! Checks whether 3D point P lies inside or outside of the triangle ABC */
-LIB_GEOMETRY_EXPORT
bool includePointTriangle(const Vec3r& P, const Vec3r& A, const Vec3r& B, const Vec3r& C);
-LIB_GEOMETRY_EXPORT
void transformVertex(const Vec3r& vert, const Matrix44r& matrix, Vec3r& res);
-LIB_GEOMETRY_EXPORT
void transformVertices(const vector<Vec3r>& vertices, const Matrix44r& trans, vector<Vec3r>& res);
-LIB_GEOMETRY_EXPORT
Vec3r rotateVector(const Matrix44r& mat, const Vec3r& v);
//
@@ -171,7 +158,6 @@ Vec3r rotateVector(const Matrix44r& mat, const Vec3r& v);
* viewport
* The viewport: x,y coordinates followed by width and height (OpenGL like viewport)
*/
-LIB_GEOMETRY_EXPORT
void fromWorldToImage(const Vec3r& p, Vec3r& q, const real model_view_matrix[4][4], const real projection_matrix[4][4],
const int viewport[4]);
@@ -186,7 +172,6 @@ void fromWorldToImage(const Vec3r& p, Vec3r& q, const real model_view_matrix[4][
* viewport
* The viewport: x,y coordinates followed by width and height (OpenGL like viewport)
*/
-LIB_GEOMETRY_EXPORT
void fromWorldToImage(const Vec3r& p, Vec3r& q, const real transform[4][4], const int viewport[4]);
/*! Projects from world coordinates to camera coordinates
@@ -200,7 +185,6 @@ void fromWorldToImage(const Vec3r& p, Vec3r& q, const real transform[4][4], cons
* The model view matrix expressed in line major order (OpenGL
* matrices are column major ordered)
*/
-LIB_GEOMETRY_EXPORT
void fromWorldToCamera(const Vec3r& p, Vec3r& q, const real model_view_matrix[4][4]);
/*! Projects from World Coordinates to retina coordinates
@@ -213,7 +197,6 @@ void fromWorldToCamera(const Vec3r& p, Vec3r& q, const real model_view_matrix[4]
* The projection matrix expressed in line major order (OpenGL
* matrices are column major ordered)
*/
-LIB_GEOMETRY_EXPORT
void fromCameraToRetina(const Vec3r& p, Vec3r& q, const real projection_matrix[4][4]);
/*! From retina to image.
@@ -225,7 +208,6 @@ void fromCameraToRetina(const Vec3r& p, Vec3r& q, const real projection_matrix[4
* viewport
* The viewport: x,y coordinates followed by width and height (OpenGL like viewport).
*/
-LIB_GEOMETRY_EXPORT
void fromRetinaToImage(const Vec3r& p, Vec3r& q, const int viewport[4]);
/*! From image to retina
@@ -236,7 +218,6 @@ void fromRetinaToImage(const Vec3r& p, Vec3r& q, const int viewport[4]);
* viewport
* The viewport: x,y coordinates followed by width and height (OpenGL like viewport).
*/
-LIB_GEOMETRY_EXPORT
void fromImageToRetina(const Vec3r& p, Vec3r& q, const int viewport[4]);
/*! computes the coordinates of q in the camera coordinates system,
@@ -251,7 +232,6 @@ void fromImageToRetina(const Vec3r& p, Vec3r& q, const int viewport[4]);
* The projection matrix expressed in line major order (OpenGL
* matrices are column major ordered)
*/
-LIB_GEOMETRY_EXPORT
void fromRetinaToCamera(const Vec3r& p, Vec3r& q, real z, const real projection_matrix[4][4]);
/*! Projects from camera coordinates to world coordinates
@@ -265,7 +245,6 @@ void fromRetinaToCamera(const Vec3r& p, Vec3r& q, real z, const real projection_
* The model view matrix expressed in line major order (OpenGL
* matrices are column major ordered)
*/
-LIB_GEOMETRY_EXPORT
void fromCameraToWorld(const Vec3r& p, Vec3r& q, const real model_view_matrix[4][4]);
} // end of namespace GeomUtils