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Diffstat (limited to 'source/blender/freestyle/intern/geometry/Grid.cpp')
-rw-r--r--source/blender/freestyle/intern/geometry/Grid.cpp33
1 files changed, 15 insertions, 18 deletions
diff --git a/source/blender/freestyle/intern/geometry/Grid.cpp b/source/blender/freestyle/intern/geometry/Grid.cpp
index ad45ab4eb42..e0e3af0fe47 100644
--- a/source/blender/freestyle/intern/geometry/Grid.cpp
+++ b/source/blender/freestyle/intern/geometry/Grid.cpp
@@ -93,7 +93,7 @@ void Grid::clear()
//_ray_occluders.clear();
}
-void Grid::configure(const Vec3r &orig, const Vec3r &size, unsigned nb)
+void Grid::configure(const Vec3r &orig, const Vec3r &size, uint nb)
{
_orig = orig;
Vec3r tmpSize = size;
@@ -125,9 +125,9 @@ void Grid::configure(const Vec3r &orig, const Vec3r &size, unsigned nb)
real edge = pow(cell_vol, 1.0 / 3.0);
// We compute the number of cells par edge such as we cover at least the whole box.
- unsigned i;
+ uint i;
for (i = 0; i < 3; i++) {
- _cells_nb[i] = (unsigned)floor(tmpSize[i] / edge) + 1;
+ _cells_nb[i] = uint(floor(tmpSize[i] / edge)) + 1;
}
_size = tmpSize;
@@ -161,7 +161,7 @@ void Grid::insertOccluder(Polygon3r *occluder)
// overlapping with the triangle in order to only fill in the ones really overlapping the
// triangle.
- unsigned i, x, y, z;
+ uint i, x, y, z;
vector<Vec3r>::const_iterator it;
Vec3u coord;
@@ -225,10 +225,10 @@ bool Grid::nextRayCell(Vec3u &current_cell, Vec3u &next_cell)
{
next_cell = current_cell;
real t_min, t;
- unsigned i;
+ uint i;
- t_min = FLT_MAX; // init tmin with handle of the case where one or 2 _u[i] = 0.
- unsigned coord = 0; // predominant coord(0=x, 1=y, 2=z)
+ t_min = FLT_MAX; // init tmin with handle of the case where one or 2 _u[i] = 0.
+ uint coord = 0; // predominant coord(0=x, 1=y, 2=z)
// using a parametric equation of a line : B = A + t u, we find the tx, ty and tz respectively
// corresponding to the intersections with the plans:
@@ -280,10 +280,7 @@ bool Grid::nextRayCell(Vec3u &current_cell, Vec3u &next_cell)
return true;
}
-void Grid::castRay(const Vec3r &orig,
- const Vec3r &end,
- OccludersSet &occluders,
- unsigned timestamp)
+void Grid::castRay(const Vec3r &orig, const Vec3r &end, OccludersSet &occluders, uint timestamp)
{
initRay(orig, end, timestamp);
allOccludersGridVisitor visitor(occluders);
@@ -293,7 +290,7 @@ void Grid::castRay(const Vec3r &orig,
void Grid::castInfiniteRay(const Vec3r &orig,
const Vec3r &dir,
OccludersSet &occluders,
- unsigned timestamp)
+ uint timestamp)
{
Vec3r end = Vec3r(orig + FLT_MAX * dir / dir.norm());
bool inter = initInfiniteRay(orig, dir, timestamp);
@@ -305,7 +302,7 @@ void Grid::castInfiniteRay(const Vec3r &orig,
}
Polygon3r *Grid::castRayToFindFirstIntersection(
- const Vec3r &orig, const Vec3r &dir, double &t, double &u, double &v, unsigned timestamp)
+ const Vec3r &orig, const Vec3r &dir, double &t, double &u, double &v, uint timestamp)
{
Polygon3r *occluder = nullptr;
Vec3r end = Vec3r(orig + FLT_MAX * dir / dir.norm());
@@ -325,7 +322,7 @@ Polygon3r *Grid::castRayToFindFirstIntersection(
return occluder;
}
-void Grid::initRay(const Vec3r &orig, const Vec3r &end, unsigned timestamp)
+void Grid::initRay(const Vec3r &orig, const Vec3r &end, uint timestamp)
{
_ray_dir = end - orig;
_t_end = _ray_dir.norm();
@@ -333,15 +330,15 @@ void Grid::initRay(const Vec3r &orig, const Vec3r &end, unsigned timestamp)
_ray_dir.normalize();
_timestamp = timestamp;
- for (unsigned i = 0; i < 3; i++) {
- _current_cell[i] = (unsigned)floor((orig[i] - _orig[i]) / _cell_size[i]);
+ for (uint i = 0; i < 3; i++) {
+ _current_cell[i] = uint(floor((orig[i] - _orig[i]) / _cell_size[i]));
// soc unused - unsigned u = _current_cell[i];
_pt[i] = orig[i] - _orig[i] - _current_cell[i] * _cell_size[i];
}
//_ray_occluders.clear();
}
-bool Grid::initInfiniteRay(const Vec3r &orig, const Vec3r &dir, unsigned timestamp)
+bool Grid::initInfiniteRay(const Vec3r &orig, const Vec3r &dir, uint timestamp)
{
_ray_dir = dir;
_t_end = FLT_MAX;
@@ -367,7 +364,7 @@ bool Grid::initInfiniteRay(const Vec3r &orig, const Vec3r &dir, unsigned timesta
BLI_assert(tmin != -1.0);
Vec3r newOrig = orig + tmin * _ray_dir;
for (uint i = 0; i < 3; i++) {
- _current_cell[i] = (unsigned)floor((newOrig[i] - _orig[i]) / _cell_size[i]);
+ _current_cell[i] = uint(floor((newOrig[i] - _orig[i]) / _cell_size[i]));
if (_current_cell[i] == _cells_nb[i]) {
_current_cell[i] = _cells_nb[i] - 1;
}