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Diffstat (limited to 'source/blender/freestyle/intern/scene_graph/NodeTransform.cpp')
-rwxr-xr-xsource/blender/freestyle/intern/scene_graph/NodeTransform.cpp166
1 files changed, 166 insertions, 0 deletions
diff --git a/source/blender/freestyle/intern/scene_graph/NodeTransform.cpp b/source/blender/freestyle/intern/scene_graph/NodeTransform.cpp
new file mode 100755
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+++ b/source/blender/freestyle/intern/scene_graph/NodeTransform.cpp
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+//
+// Copyright (C) : Please refer to the COPYRIGHT file distributed
+// with this source distribution.
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+//
+///////////////////////////////////////////////////////////////////////////////
+
+
+#include "../system/FreestyleConfig.h"
+#include "NodeTransform.h"
+
+void NodeTransform::Translate(real x, real y, real 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.f;
+ 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.f)*M_PI);
+ const real cosAngle = (real)cos((iAngle/180.f)*M_PI);
+
+ Matrix33r NS(Ntilda*sinAngle);
+ Matrix33r NC(Ntilda2*(1.f-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;
+
+ _Scaled = true;
+}
+
+void NodeTransform::MultiplyMatrix(const Matrix44r &iMatrix)
+{
+ Matrix44r mat_tmp(_Matrix);
+ _Matrix = mat_tmp * iMatrix;
+}
+
+void NodeTransform::setMatrix(const Matrix44r &iMatrix)
+{
+ _Matrix = iMatrix;
+ if(isScaled(iMatrix))
+ _Scaled = true;
+}
+
+void NodeTransform::accept(SceneVisitor& v) {
+ 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);
+}
+
+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 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;
+}