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authorTamito Kajiyama <rd6t-kjym@asahi-net.or.jp>2015-06-27 16:07:51 +0300
committerTamito Kajiyama <rd6t-kjym@asahi-net.or.jp>2015-07-20 00:17:55 +0300
commitb9895df36f782b362180efe520adcfa8a4b4e35e (patch)
treee29a8dac2c19e4b149efec5e1333a6a9b5b676a6 /source/blender/freestyle/intern/winged_edge/WEdge.h
parent67057865405700572b29e1e3ba1f660c9be39152 (diff)
Freestyle: internal switch from double to float in mesh loading and construction of winged edges.
Diffstat (limited to 'source/blender/freestyle/intern/winged_edge/WEdge.h')
-rw-r--r--source/blender/freestyle/intern/winged_edge/WEdge.h62
1 files changed, 31 insertions, 31 deletions
diff --git a/source/blender/freestyle/intern/winged_edge/WEdge.h b/source/blender/freestyle/intern/winged_edge/WEdge.h
index 9b04333123e..f610f6965aa 100644
--- a/source/blender/freestyle/intern/winged_edge/WEdge.h
+++ b/source/blender/freestyle/intern/winged_edge/WEdge.h
@@ -68,7 +68,7 @@ class WVertex
{
protected:
int _Id; // an identificator
- Vec3r _Vertex;
+ Vec3f _Vertex;
vector<WEdge*> _EdgeList;
WShape *_Shape; // the shape to which the vertex belongs
bool _Smooth; // flag to indicate whether the Vertex belongs to a smooth edge or not
@@ -76,7 +76,7 @@ protected:
public:
void *userdata; // designed to store specific user data
- inline WVertex(const Vec3r &v)
+ inline WVertex(const Vec3f &v)
{
_Id = 0;
_Vertex = v;
@@ -92,7 +92,7 @@ public:
virtual ~WVertex() {}
/*! accessors */
- inline Vec3r& GetVertex()
+ inline Vec3f& GetVertex()
{
return _Vertex;
}
@@ -120,7 +120,7 @@ public:
bool isBoundary();
/*! modifiers */
- inline void setVertex(const Vec3r& v)
+ inline void setVertex(const Vec3f& v)
{
_Vertex = v;
}
@@ -381,8 +381,8 @@ protected:
WFace *_pbFace; // when following the edge, face on the left
WEdge *_pOwner; // Edge
- Vec3r _vec;
- real _angle;
+ Vec3f _vec;
+ float _angle;
public:
void *userdata;
@@ -457,12 +457,12 @@ public:
return _pOwner;
}
- inline const Vec3r& GetVec()
+ inline const Vec3f& GetVec()
{
return _vec;
}
- inline const real GetAngle()
+ inline const float GetAngle()
{
return _angle;
}
@@ -738,11 +738,11 @@ class WFace
{
protected:
vector<WOEdge *> _OEdgeList; // list of oriented edges of bording the face
- Vec3r _Normal; // normal to the face
+ Vec3f _Normal; // normal to the face
// in case there is a normal per vertex.
// The normal number i corresponds to the aVertex of the oedge number i, for that face
- vector<Vec3r> _VerticesNormals;
- vector<Vec2r> _VerticesTexCoords;
+ vector<Vec3f> _VerticesNormals;
+ vector<Vec2f> _VerticesTexCoords;
int _Id;
unsigned _FrsMaterialIndex;
@@ -772,7 +772,7 @@ public:
return _OEdgeList[i];
}
- inline Vec3r& GetNormal()
+ inline Vec3f& GetNormal()
{
return _Normal;
}
@@ -848,30 +848,30 @@ public:
return iOEdge->GetaFace();
}
- inline vector<Vec3r>& GetPerVertexNormals()
+ inline vector<Vec3f>& GetPerVertexNormals()
{
return _VerticesNormals;
}
- inline vector<Vec2r>& GetPerVertexTexCoords()
+ inline vector<Vec2f>& GetPerVertexTexCoords()
{
return _VerticesTexCoords;
}
/*! Returns the normal of the vertex of index index */
- inline Vec3r& GetVertexNormal(int index)
+ inline Vec3f& GetVertexNormal(int index)
{
return _VerticesNormals[index];
}
/*! Returns the tex coords of the vertex of index index */
- inline Vec2r& GetVertexTexCoords(int index)
+ inline Vec2f& GetVertexTexCoords(int index)
{
return _VerticesTexCoords[index];
}
/*! Returns the normal of the vertex iVertex for that face */
- inline Vec3r& GetVertexNormal(WVertex *iVertex)
+ inline Vec3f& GetVertexNormal(WVertex *iVertex)
{
int i = 0;
int index = 0;
@@ -938,17 +938,17 @@ public:
_OEdgeList = iEdgeList;
}
- inline void setNormal(const Vec3r& iNormal)
+ inline void setNormal(const Vec3f& iNormal)
{
_Normal = iNormal;
}
- inline void setNormalList(const vector<Vec3r>& iNormalsList)
+ inline void setNormalList(const vector<Vec3f>& iNormalsList)
{
_VerticesNormals = iNormalsList;
}
- inline void setTexCoordsList(const vector<Vec2r>& iTexCoordsList)
+ inline void setTexCoordsList(const vector<Vec2f>& iTexCoordsList)
{
_VerticesTexCoords = iTexCoordsList;
}
@@ -994,7 +994,7 @@ public:
bool getOppositeEdge (const WVertex *v, WOEdge *&e);
/*! compute the area of the face */
- real getArea ();
+ float getArea ();
WShape *getShape();
virtual void ResetUserData()
@@ -1027,12 +1027,12 @@ protected:
const char *_Name;
static unsigned _SceneCurrentId;
#if 0
- Vec3r _min;
- Vec3r _max;
+ Vec3f _min;
+ Vec3f _max;
#endif
vector<FrsMaterial> _FrsMaterials;
#if 0
- real _meanEdgeSize;
+ float _meanEdgeSize;
#endif
public:
@@ -1098,7 +1098,7 @@ public:
}
#if 0
- inline void bbox(Vec3r& min, Vec3r& max)
+ inline void bbox(Vec3f& min, Vec3f& max)
{
min = _min;
max = _max;
@@ -1116,7 +1116,7 @@ public:
}
#if 0
- inline const real getMeanEdgeSize() const
+ inline const float getMeanEdgeSize() const
{
return _meanEdgeSize;
}
@@ -1154,7 +1154,7 @@ public:
}
#if 0
- inline void setBBox(const Vec3r& min, const Vec3r& max)
+ inline void setBBox(const Vec3f& min, const Vec3f& max)
{
_min = min;
_max = max;
@@ -1210,7 +1210,7 @@ public:
* The list of tex coords, iTexCoordsList[i] corresponding to the normal of the vertex iVertexList[i] for
* that face.
*/
- virtual WFace *MakeFace(vector<WVertex *>& iVertexList, vector<Vec3r>& iNormalsList, vector<Vec2r>& iTexCoordsList,
+ virtual WFace *MakeFace(vector<WVertex *>& iVertexList, vector<Vec3f>& iNormalsList, vector<Vec2f>& iTexCoordsList,
vector<bool>& iFaceEdgeMarksList, unsigned iMaterialIndex);
inline void AddEdge(WEdge *iEdge)
@@ -1257,7 +1257,7 @@ public:
_min = _VertexList[0]->GetVertex();
_max = _VertexList[0]->GetVertex();
- Vec3r v;
+ Vec3f v;
for (vector<WVertex *>::iterator wv = _VertexList.begin(), wvend = _VertexList.end(); wv != wvend; wv++) {
for (unsigned int i = 0; i < 3; i++) {
v = (*wv)->GetVertex();
@@ -1271,7 +1271,7 @@ public:
#endif
#if 0
- inline real ComputeMeanEdgeSize()
+ inline float ComputeMeanEdgeSize()
{
_meanEdgeSize = _meanEdgeSize / _EdgeList.size();
return _meanEdgeSize;
@@ -1385,7 +1385,7 @@ inline void WOEdge::setVecAndAngle()
if (_paVertex && _pbVertex) {
_vec = _pbVertex->GetVertex() - _paVertex->GetVertex();
if (_paFace && _pbFace) {
- real sine = (_pbFace->GetNormal() ^ _paFace->GetNormal()) * _vec / _vec.norm();
+ float sine = (_pbFace->GetNormal() ^ _paFace->GetNormal()) * _vec / _vec.norm();
if (sine >= 1.0) {
_angle = M_PI / 2.0;
return;