Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'source/blender/freestyle/intern/scene_graph/NodeTransform.cpp')
-rw-r--r--source/blender/freestyle/intern/scene_graph/NodeTransform.cpp178
1 files changed, 178 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 100644
index 00000000000..aa01200a4d2
--- /dev/null
+++ b/source/blender/freestyle/intern/scene_graph/NodeTransform.cpp
@@ -0,0 +1,178 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2010 Blender Foundation.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): none yet.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file blender/freestyle/intern/scene_graph/NodeTransform.cpp
+ * \ingroup freestyle
+ * \brief Class to represent a transform node. A Transform node contains one or several children,
+ * \brief all affected by the transformation.
+ * \author Stephane Grabli
+ * \date 06/02/2002
+ */
+
+#include "NodeTransform.h"
+
+#include "../system/FreestyleConfig.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) = 0.0f;
+ 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;
+
+ _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 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;
+}