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authorMaxime Curioni <maxime.curioni@gmail.com>2008-07-22 01:24:37 +0400
committerMaxime Curioni <maxime.curioni@gmail.com>2008-07-22 01:24:37 +0400
commit7426a3e35bb6ebc5c08eb307c0f9d30ef51ae570 (patch)
tree20ca168e42005a447ce4a89f37b3a238a92942cb /source/blender/freestyle/intern/view_map/Silhouette.h
parentab722884d3684808b17f76ae742ef59dccf4f8e2 (diff)
Added StrokeAttribute class. Beginning of StrokeVertex.
IMPORTANT: The setters functions' names were normalized due to constant confusion regarding capitalization. All the function names start with set... instead of Set.... This convention was changed all throughout Freestyle. To use Freestyle as an external renderer, the SWIG library MUST be regenerated.
Diffstat (limited to 'source/blender/freestyle/intern/view_map/Silhouette.h')
-rwxr-xr-xsource/blender/freestyle/intern/view_map/Silhouette.h130
1 files changed, 65 insertions, 65 deletions
diff --git a/source/blender/freestyle/intern/view_map/Silhouette.h b/source/blender/freestyle/intern/view_map/Silhouette.h
index 15947fe3ba4..c88a3da8967 100755
--- a/source/blender/freestyle/intern/view_map/Silhouette.h
+++ b/source/blender/freestyle/intern/view_map/Silhouette.h
@@ -240,9 +240,9 @@ public:
/*! modifiers */
/*! Sets the 3D coordinates of the SVertex. */
- inline void SetPoint3D(const Vec3r &iPoint3D) {_Point3D = iPoint3D;}
+ inline void setPoint3D(const Vec3r &iPoint3D) {_Point3D = iPoint3D;}
/*! Sets the 3D projected coordinates of the SVertex. */
- inline void SetPoint2D(const Vec3r &iPoint2D) {_Point2D = iPoint2D;}
+ inline void setPoint2D(const Vec3r &iPoint2D) {_Point2D = iPoint2D;}
/*! Adds a normal to the Svertex's set of normals. If the same
* normal is already in the set, nothing changes.
*/
@@ -266,10 +266,10 @@ public:
const Vec2r directionFredo () {return _directionFredo;}
/*! Sets the Id */
- inline void SetId(const Id& id) {_Id = id;}
- inline void SetFEdges(const vector<FEdge*>& iFEdges) {_FEdges = iFEdges;}
- inline void SetShape(SShape *iShape) {_Shape = iShape;}
- inline void SetViewVertex(ViewVertex *iViewVertex) {_pViewVertex = iViewVertex;}
+ inline void setId(const Id& id) {_Id = id;}
+ inline void setFEdges(const vector<FEdge*>& iFEdges) {_FEdges = iFEdges;}
+ inline void setShape(SShape *iShape) {_Shape = iShape;}
+ inline void setViewVertex(ViewVertex *iViewVertex) {_pViewVertex = iViewVertex;}
/*! Add an FEdge to the list of edges emanating from this SVertex. */
inline void AddFEdge(FEdge* iFEdge) {_FEdges.push_back(iFEdge);}
/* replaces edge 1 by edge 2 in the list of edges */
@@ -501,30 +501,30 @@ public:
/* modifiers */
/*! Sets the first SVertex. */
- inline void SetVertexA(SVertex *vA) {_VertexA = vA;}
+ inline void setVertexA(SVertex *vA) {_VertexA = vA;}
/*! Sets the second SVertex. */
- inline void SetVertexB(SVertex *vB) {_VertexB = vB;}
+ inline void setVertexB(SVertex *vB) {_VertexB = vB;}
/*! Sets the FEdge Id . */
- inline void SetId(const Id& id) {_Id = id;}
+ inline void setId(const Id& id) {_Id = id;}
/*! Sets the pointer to the next FEdge. */
- inline void SetNextEdge(FEdge* iEdge) {_NextEdge = iEdge;}
+ inline void setNextEdge(FEdge* iEdge) {_NextEdge = iEdge;}
/*! Sets the pointer to the previous FEdge. */
- inline void SetPreviousEdge(FEdge *iEdge) {_PreviousEdge = iEdge;}
+ inline void setPreviousEdge(FEdge *iEdge) {_PreviousEdge = iEdge;}
/*! Sets the nature of this FEdge. */
- inline void SetNature(Nature::EdgeNature iNature) {_Nature = iNature;}
+ inline void setNature(Nature::EdgeNature iNature) {_Nature = iNature;}
//inline void AddOccluder(Polygon3r& iPolygon) {_Occluders.push_back(iPolygon);}
/*! Sets the ViewEdge to which this FEdge belongs to. */
- inline void SetViewEdge(ViewEdge *iViewEdge) {_ViewEdge = iViewEdge;}
- // inline void SetHasVisibilityPoint(bool iBool) {_hasVisibilityPoint = iBool;}
- // inline void SetVisibilityPointA(const Vec3r& iPoint) {_VisibilityPointA = iPoint;}
- // inline void SetVisibilityPointB(const Vec3r& iPoint) {_VisibilityPointB = iPoint;}
- inline void SetaFace(Polygon3r& iFace) {_aFace = iFace;}
- inline void SetOccludeeIntersection(const Vec3r& iPoint) {_occludeeIntersection = iPoint;}
- inline void SetOccludeeEmpty(bool iempty) {_occludeeEmpty = iempty;}
+ inline void setViewEdge(ViewEdge *iViewEdge) {_ViewEdge = iViewEdge;}
+ // inline void setHasVisibilityPoint(bool iBool) {_hasVisibilityPoint = iBool;}
+ // inline void setVisibilityPointA(const Vec3r& iPoint) {_VisibilityPointA = iPoint;}
+ // inline void setVisibilityPointB(const Vec3r& iPoint) {_VisibilityPointB = iPoint;}
+ inline void setaFace(Polygon3r& iFace) {_aFace = iFace;}
+ inline void setOccludeeIntersection(const Vec3r& iPoint) {_occludeeIntersection = iPoint;}
+ inline void setOccludeeEmpty(bool iempty) {_occludeeEmpty = iempty;}
/*! Sets the flag telling whether this FEdge is smooth or sharp.
* true for Smooth, false for Sharp.
*/
- inline void SetSmooth(bool iFlag) {_isSmooth = iFlag;}
+ inline void setSmooth(bool iFlag) {_isSmooth = iFlag;}
/* checks whether two FEdge have a common vertex.
* Returns a pointer on the common vertex if it exists,
@@ -840,13 +840,13 @@ public:
const Material& bMaterial() const ;
/*! Sets the normal to the face lying on the right of the FEdge. */
- inline void SetNormalA(const Vec3r& iNormal) {_aNormal = iNormal;}
+ inline void setNormalA(const Vec3r& iNormal) {_aNormal = iNormal;}
/*! Sets the normal to the face lying on the left of the FEdge. */
- inline void SetNormalB(const Vec3r& iNormal) {_bNormal = iNormal;}
+ inline void setNormalB(const Vec3r& iNormal) {_bNormal = iNormal;}
/*! Sets the index of the material lying on the right of the FEdge.*/
- inline void SetaMaterialIndex(unsigned i) {_aMaterialIndex = i;}
+ inline void setaMaterialIndex(unsigned i) {_aMaterialIndex = i;}
/*! Sets the index of the material lying on the left of the FEdge.*/
- inline void SetbMaterialIndex(unsigned i) {_bMaterialIndex = i;}
+ inline void setbMaterialIndex(unsigned i) {_bMaterialIndex = i;}
};
@@ -901,11 +901,11 @@ public:
/*! Returns the material of the face it is running accross. */
const Material& material() const ;
- inline void SetFace(void * iFace) {_Face = iFace;}
+ inline void setFace(void * iFace) {_Face = iFace;}
/*! Sets the normal to the Face it is running accross. */
- inline void SetNormal(const Vec3r& iNormal) {_Normal = iNormal;}
+ inline void setNormal(const Vec3r& iNormal) {_Normal = iNormal;}
/*! Sets the index of the material of the face it is running accross. */
- inline void SetMaterialIndex(unsigned i) {_MaterialIndex = i;}
+ inline void setMaterialIndex(unsigned i) {_MaterialIndex = i;}
};
/**********************************/
/* */
@@ -969,7 +969,7 @@ public:
sv++)
{
SVertex *newv = new SVertex(*(*sv));
- newv->SetShape(this);
+ newv->setShape(this);
_verticesList.push_back(newv);
}
@@ -1015,7 +1015,7 @@ public:
FEdge *current = *fed;
newfedgelist.push_back((FEdge*)current->userdata);
}
- (*sv)->SetFEdges(newfedgelist);
+ (*sv)->setFEdges(newfedgelist);
}
//-------------------------------------
@@ -1025,10 +1025,10 @@ public:
e!=eend;
e++)
{
- (*e)->SetVertexA((SVertex*)((*e)->vertexA()->userdata));
- (*e)->SetVertexB((SVertex*)((*e)->vertexB()->userdata));
- (*e)->SetNextEdge((FEdge*)((*e)->nextEdge()->userdata));
- (*e)->SetPreviousEdge((FEdge*)((*e)->previousEdge()->userdata));
+ (*e)->setVertexA((SVertex*)((*e)->vertexA()->userdata));
+ (*e)->setVertexB((SVertex*)((*e)->vertexB()->userdata));
+ (*e)->setNextEdge((FEdge*)((*e)->nextEdge()->userdata));
+ (*e)->setPreviousEdge((FEdge*)((*e)->previousEdge()->userdata));
}
@@ -1104,7 +1104,7 @@ public:
/*! Adds a SVertex to the list of SVertex of this Shape.
* The SShape attribute of the SVertex is also set to 'this'.
*/
- inline void AddNewVertex(SVertex* iv) {iv->SetShape(this);_verticesList.push_back(iv);}
+ inline void AddNewVertex(SVertex* iv) {iv->setShape(this);_verticesList.push_back(iv);}
inline void AddChain(FEdge *iEdge){
_chains.push_back(iEdge);
}
@@ -1112,7 +1112,7 @@ public:
inline SVertex * CreateSVertex(const Vec3r& P3D, const Vec3r& P2D, const Id& id)
{
SVertex *Ia = new SVertex(P3D, id);
- Ia->SetPoint2D(P2D);
+ Ia->setPoint2D(P2D);
AddNewVertex(Ia);
return Ia;
}
@@ -1172,7 +1172,7 @@ public:
// create new SVertex:
// (we keep B's id)
SVertex* newVertex = new SVertex(newpoint3d, ioB->getId());
- newVertex->SetPoint2D(newpoint2d);
+ newVertex->setPoint2D(newpoint2d);
// Add this vertex to the intersections list:
intersections.push_back(newVertex);
@@ -1192,23 +1192,23 @@ public:
// AB becomes (address speaking) AA'. B is updated.
//--------------------------------------------------
// The edge AB becomes edge AA'.
- (fe)->SetVertexB((*sv));
+ (fe)->setVertexB((*sv));
// a new edge, A'B is created.
FEdge *newEdge;
if(fe->isSmooth()){
newEdge = new FEdgeSmooth((*sv), svB);
FEdgeSmooth * se = dynamic_cast<FEdgeSmooth*>(newEdge);
FEdgeSmooth * fes = dynamic_cast<FEdgeSmooth*>(fe);
- se->SetMaterialIndex(fes->materialIndex());
+ se->setMaterialIndex(fes->materialIndex());
}else{
newEdge = new FEdgeSharp((*sv), svB);
FEdgeSharp * se = dynamic_cast<FEdgeSharp*>(newEdge);
FEdgeSharp * fes = dynamic_cast<FEdgeSharp*>(fe);
- se->SetaMaterialIndex(fes->aMaterialIndex());
- se->SetbMaterialIndex(fes->bMaterialIndex());
+ se->setaMaterialIndex(fes->aMaterialIndex());
+ se->setbMaterialIndex(fes->bMaterialIndex());
}
- newEdge->SetNature((fe)->getNature());
+ newEdge->setNature((fe)->getNature());
// to build a new chain:
@@ -1219,15 +1219,15 @@ public:
ioNewEdges.push_back(newEdge);
// update edge A'B for the next pointing edge
- newEdge->SetNextEdge((fe)->nextEdge());
- fe->nextEdge()->SetPreviousEdge(newEdge);
+ newEdge->setNextEdge((fe)->nextEdge());
+ fe->nextEdge()->setPreviousEdge(newEdge);
Id id(fe->getId().getFirst(), fe->getId().getSecond()+1);
- newEdge->SetId(fe->getId());
- fe->SetId(id);
+ newEdge->setId(fe->getId());
+ fe->setId(id);
// update edge AA' for the next pointing edge
- //ioEdge->SetNextEdge(newEdge);
- (fe)->SetNextEdge(NULL);
+ //ioEdge->setNextEdge(newEdge);
+ (fe)->setNextEdge(NULL);
// update vertex pointing edges list:
// -- vertex B --
@@ -1264,30 +1264,30 @@ public:
newEdge = new FEdgeSmooth(ioNewVertex, B);
FEdgeSmooth * se = dynamic_cast<FEdgeSmooth*>(newEdge);
FEdgeSmooth * fes = dynamic_cast<FEdgeSmooth*>(ioEdge);
- se->SetMaterialIndex(fes->materialIndex());
+ se->setMaterialIndex(fes->materialIndex());
}else{
newEdge = new FEdgeSharp(ioNewVertex, B);
FEdgeSharp * se = dynamic_cast<FEdgeSharp*>(newEdge);
FEdgeSharp * fes = dynamic_cast<FEdgeSharp*>(ioEdge);
- se->SetaMaterialIndex(fes->aMaterialIndex());
- se->SetbMaterialIndex(fes->bMaterialIndex());
+ se->setaMaterialIndex(fes->aMaterialIndex());
+ se->setbMaterialIndex(fes->bMaterialIndex());
}
- newEdge->SetNature(ioEdge->getNature());
+ newEdge->setNature(ioEdge->getNature());
if(ioEdge->nextEdge() != 0)
- ioEdge->nextEdge()->SetPreviousEdge(newEdge);
+ ioEdge->nextEdge()->setPreviousEdge(newEdge);
// update edge A'B for the next pointing edge
- newEdge->SetNextEdge(ioEdge->nextEdge());
+ newEdge->setNextEdge(ioEdge->nextEdge());
// update edge A'B for the previous pointing edge
- newEdge->SetPreviousEdge(0); // because it is now a TVertex
+ newEdge->setPreviousEdge(0); // because it is now a TVertex
Id id(ioEdge->getId().getFirst(), ioEdge->getId().getSecond()+1);
- newEdge->SetId(ioEdge->getId());
- ioEdge->SetId(id);
+ newEdge->setId(ioEdge->getId());
+ ioEdge->setId(id);
// update edge AA' for the next pointing edge
- ioEdge->SetNextEdge(0); // because it is now a TVertex
+ ioEdge->setNextEdge(0); // because it is now a TVertex
// update vertex pointing edges list:
// -- vertex B --
@@ -1301,17 +1301,17 @@ public:
AddEdge(newEdge); // FIXME ??
// The edge AB becomes edge AA'.
- ioEdge->SetVertexB(ioNewVertex);
+ ioEdge->setVertexB(ioNewVertex);
if(ioEdge->isSmooth()){
- ((FEdgeSmooth*)newEdge)->SetFace(((FEdgeSmooth*)ioEdge)->face());
+ ((FEdgeSmooth*)newEdge)->setFace(((FEdgeSmooth*)ioEdge)->face());
}
return newEdge;
}
/*! Sets the Bounding Box of the Shape */
- inline void SetBBox(const BBox<Vec3r>& iBBox) {_BBox = iBBox;}
+ inline void setBBox(const BBox<Vec3r>& iBBox) {_BBox = iBBox;}
/*! Compute the bbox of the sshape */
inline void ComputeBBox()
@@ -1359,7 +1359,7 @@ public:
}
- SetBBox(BBox<Vec3r>(Vec3r(XMin, YMin, ZMin), Vec3r(XMax, YMax, ZMax)));
+ setBBox(BBox<Vec3r>(Vec3r(XMin, YMin, ZMin), Vec3r(XMax, YMax, ZMax)));
}
inline void RemoveEdgeFromChain(FEdge *iEdge)
@@ -1409,11 +1409,11 @@ public:
/* Modififers */
/*! Sets the Id of the shape.*/
- inline void SetId(Id id) {_Id = id;}
+ inline void setId(Id id) {_Id = id;}
/*! Sets the list of materials for the shape */
- inline void SetMaterials(const vector<Material>& iMaterials) {_Materials = iMaterials;}
- inline void SetViewShape(ViewShape *iShape) {_ViewShape = iShape;}
- inline void SetImportance(float importance){_importance = importance;}
+ inline void setMaterials(const vector<Material>& iMaterials) {_Materials = iMaterials;}
+ inline void setViewShape(ViewShape *iShape) {_ViewShape = iShape;}
+ inline void setImportance(float importance){_importance = importance;}
};
#endif // SILHOUETTE_H