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Diffstat (limited to 'source/blender/freestyle/intern/scene_graph/NodeTransform.cpp')
-rw-r--r--source/blender/freestyle/intern/scene_graph/NodeTransform.cpp216
1 files changed, 108 insertions, 108 deletions
diff --git a/source/blender/freestyle/intern/scene_graph/NodeTransform.cpp b/source/blender/freestyle/intern/scene_graph/NodeTransform.cpp
index b4af715b3e4..69179eb6c84 100644
--- a/source/blender/freestyle/intern/scene_graph/NodeTransform.cpp
+++ b/source/blender/freestyle/intern/scene_graph/NodeTransform.cpp
@@ -28,142 +28,142 @@ namespace Freestyle {
void NodeTransform::Translate(real x, real y, real z)
{
- _Matrix(0, 3) += x;
- _Matrix(1, 3) += y;
- _Matrix(2, 3) += z;
+ _Matrix(0, 3) += x;
+ _Matrix(1, 3) += y;
+ _Matrix(2, 3) += z;
}
void NodeTransform::Rotate(real iAngle, real x, real y, real z)
{
- //Normalize the x,y,z vector;
- real norm = (real)sqrt(x * x + y * y + z * z);
- if (0 == norm)
- return;
-
- x /= norm;
- y /= norm;
- z /= norm;
-
- /* find the corresponding matrix with the Rodrigues formula:
- * R = I + sin(iAngle)*Ntilda + (1-cos(iAngle))*Ntilda*Ntilda
- */
- Matrix33r Ntilda;
- Ntilda(0, 0) = Ntilda(1, 1) = Ntilda(2, 2) = 0.0f;
- Ntilda(0, 1) = -z;
- Ntilda(0, 2) = y;
- Ntilda(1, 0) = z;
- Ntilda(1, 2) = -x;
- Ntilda(2, 0) = -y;
- Ntilda(2, 1) = x;
-
- const Matrix33r Ntilda2(Ntilda * Ntilda);
-
-
- const real sinAngle = (real)sin((iAngle / 180.0f) * M_PI);
- const real cosAngle = (real)cos((iAngle / 180.0f) * M_PI);
-
- Matrix33r NS(Ntilda * sinAngle);
- Matrix33r NC(Ntilda2 * (1.0f - cosAngle));
- Matrix33r R;
- R = Matrix33r::identity();
- R += NS + NC;
-
- // R4 is the corresponding 4x4 matrix
- Matrix44r R4;
- R4 = Matrix44r::identity();
-
- for (int i = 0; i < 3; i++) {
- for (int j = 0; j < 3; j++)
- R4(i, j) = R(i, j);
- }
-
- // Finally, we multiply our current matrix by R4:
- Matrix44r mat_tmp(_Matrix);
- _Matrix = mat_tmp * R4;
+ //Normalize the x,y,z vector;
+ real norm = (real)sqrt(x * x + y * y + z * z);
+ if (0 == norm)
+ return;
+
+ x /= norm;
+ y /= norm;
+ z /= norm;
+
+ /* find the corresponding matrix with the Rodrigues formula:
+ * R = I + sin(iAngle)*Ntilda + (1-cos(iAngle))*Ntilda*Ntilda
+ */
+ Matrix33r Ntilda;
+ Ntilda(0, 0) = Ntilda(1, 1) = Ntilda(2, 2) = 0.0f;
+ Ntilda(0, 1) = -z;
+ Ntilda(0, 2) = y;
+ Ntilda(1, 0) = z;
+ Ntilda(1, 2) = -x;
+ Ntilda(2, 0) = -y;
+ Ntilda(2, 1) = x;
+
+ const Matrix33r Ntilda2(Ntilda * Ntilda);
+
+ const real sinAngle = (real)sin((iAngle / 180.0f) * M_PI);
+ const real cosAngle = (real)cos((iAngle / 180.0f) * M_PI);
+
+ Matrix33r NS(Ntilda * sinAngle);
+ Matrix33r NC(Ntilda2 * (1.0f - cosAngle));
+ Matrix33r R;
+ R = Matrix33r::identity();
+ R += NS + NC;
+
+ // R4 is the corresponding 4x4 matrix
+ Matrix44r R4;
+ R4 = Matrix44r::identity();
+
+ for (int i = 0; i < 3; i++) {
+ for (int j = 0; j < 3; j++)
+ R4(i, j) = R(i, j);
+ }
+
+ // Finally, we multiply our current matrix by R4:
+ Matrix44r mat_tmp(_Matrix);
+ _Matrix = mat_tmp * R4;
}
void NodeTransform::Scale(real x, real y, real z)
{
- _Matrix(0, 0) *= x;
- _Matrix(1, 1) *= y;
- _Matrix(2, 2) *= z;
+ _Matrix(0, 0) *= x;
+ _Matrix(1, 1) *= y;
+ _Matrix(2, 2) *= z;
- _Scaled = true;
+ _Scaled = true;
}
void NodeTransform::MultiplyMatrix(const Matrix44r &iMatrix)
{
- Matrix44r mat_tmp(_Matrix);
- _Matrix = mat_tmp * iMatrix;
+ Matrix44r mat_tmp(_Matrix);
+ _Matrix = mat_tmp * iMatrix;
}
void NodeTransform::setMatrix(const Matrix44r &iMatrix)
{
- _Matrix = iMatrix;
- if (isScaled(iMatrix))
- _Scaled = true;
+ _Matrix = iMatrix;
+ if (isScaled(iMatrix))
+ _Scaled = true;
}
-void NodeTransform::accept(SceneVisitor& v)
+void NodeTransform::accept(SceneVisitor &v)
{
- v.visitNodeTransform(*this);
+ v.visitNodeTransform(*this);
- v.visitNodeTransformBefore(*this);
- for (vector<Node *>::iterator node = _Children.begin(), end = _Children.end(); node != end; ++node)
- (*node)->accept(v);
- v.visitNodeTransformAfter(*this);
+ v.visitNodeTransformBefore(*this);
+ for (vector<Node *>::iterator node = _Children.begin(), end = _Children.end(); node != end;
+ ++node)
+ (*node)->accept(v);
+ v.visitNodeTransformAfter(*this);
}
-void NodeTransform::AddBBox(const BBox<Vec3r>& iBBox)
+void NodeTransform::AddBBox(const BBox<Vec3r> &iBBox)
{
- Vec3r oldMin(iBBox.getMin());
- Vec3r oldMax(iBBox.getMax());
-
- // compute the 8 corners of the bbox
- HVec3r box[8];
- box[0] = HVec3r(iBBox.getMin());
- box[1] = HVec3r(oldMax[0], oldMin[1], oldMin[2]);
- box[2] = HVec3r(oldMax[0], oldMax[1], oldMin[2]);
- box[3] = HVec3r(oldMin[0], oldMax[1], oldMin[2]);
- box[4] = HVec3r(oldMin[0], oldMin[1], oldMax[2]);
- box[5] = HVec3r(oldMax[0], oldMin[1], oldMax[2]);
- box[6] = HVec3r(oldMax[0], oldMax[1], oldMax[2]);
- box[7] = HVec3r(oldMin[0], oldMax[1], oldMax[2]);
-
- // Computes the transform iBBox
- HVec3r tbox[8];
- unsigned int i;
- for (i = 0; i < 8; i++)
- tbox[i] = _Matrix * box[i];
-
- Vec3r newMin(tbox[0]);
- Vec3r newMax(tbox[0]);
- for (i = 0; i < 8; i++) {
- for (unsigned int j = 0; j < 3; j++) {
- if (newMin[j] > tbox[i][j])
- newMin[j] = tbox[i][j];
- if (newMax[j] < tbox[i][j])
- newMax[j] = tbox[i][j];
- }
- }
-
- BBox<Vec3r> transformBox(newMin, newMax);
-
- Node::AddBBox(transformBox);
+ Vec3r oldMin(iBBox.getMin());
+ Vec3r oldMax(iBBox.getMax());
+
+ // compute the 8 corners of the bbox
+ HVec3r box[8];
+ box[0] = HVec3r(iBBox.getMin());
+ box[1] = HVec3r(oldMax[0], oldMin[1], oldMin[2]);
+ box[2] = HVec3r(oldMax[0], oldMax[1], oldMin[2]);
+ box[3] = HVec3r(oldMin[0], oldMax[1], oldMin[2]);
+ box[4] = HVec3r(oldMin[0], oldMin[1], oldMax[2]);
+ box[5] = HVec3r(oldMax[0], oldMin[1], oldMax[2]);
+ box[6] = HVec3r(oldMax[0], oldMax[1], oldMax[2]);
+ box[7] = HVec3r(oldMin[0], oldMax[1], oldMax[2]);
+
+ // Computes the transform iBBox
+ HVec3r tbox[8];
+ unsigned int i;
+ for (i = 0; i < 8; i++)
+ tbox[i] = _Matrix * box[i];
+
+ Vec3r newMin(tbox[0]);
+ Vec3r newMax(tbox[0]);
+ for (i = 0; i < 8; i++) {
+ for (unsigned int j = 0; j < 3; j++) {
+ if (newMin[j] > tbox[i][j])
+ newMin[j] = tbox[i][j];
+ if (newMax[j] < tbox[i][j])
+ newMax[j] = tbox[i][j];
+ }
+ }
+
+ BBox<Vec3r> transformBox(newMin, newMax);
+
+ Node::AddBBox(transformBox);
}
bool NodeTransform::isScaled(const Matrix44r &M)
{
- for (unsigned int j = 0; j < 3; j++) {
- real norm = 0;
- for (unsigned int i = 0; i < 3; i++) {
- norm += M(i, j) * M(i, j);
- }
- if ((norm > 1.01) || (norm < 0.99))
- return true;
- }
-
- return false;
+ for (unsigned int j = 0; j < 3; j++) {
+ real norm = 0;
+ for (unsigned int i = 0; i < 3; i++) {
+ norm += M(i, j) * M(i, j);
+ }
+ if ((norm > 1.01) || (norm < 0.99))
+ return true;
+ }
+
+ return false;
}
} /* namespace Freestyle */