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Diffstat (limited to 'source/blender/freestyle/intern/view_map/Silhouette.h')
-rwxr-xr-xsource/blender/freestyle/intern/view_map/Silhouette.h130
1 files changed, 65 insertions, 65 deletions
diff --git a/source/blender/freestyle/intern/view_map/Silhouette.h b/source/blender/freestyle/intern/view_map/Silhouette.h
index 15947fe3ba4..c88a3da8967 100755
--- a/source/blender/freestyle/intern/view_map/Silhouette.h
+++ b/source/blender/freestyle/intern/view_map/Silhouette.h
@@ -240,9 +240,9 @@ public:
/*! modifiers */
/*! Sets the 3D coordinates of the SVertex. */
- inline void SetPoint3D(const Vec3r &iPoint3D) {_Point3D = iPoint3D;}
+ inline void setPoint3D(const Vec3r &iPoint3D) {_Point3D = iPoint3D;}
/*! Sets the 3D projected coordinates of the SVertex. */
- inline void SetPoint2D(const Vec3r &iPoint2D) {_Point2D = iPoint2D;}
+ inline void setPoint2D(const Vec3r &iPoint2D) {_Point2D = iPoint2D;}
/*! Adds a normal to the Svertex's set of normals. If the same
* normal is already in the set, nothing changes.
*/
@@ -266,10 +266,10 @@ public:
const Vec2r directionFredo () {return _directionFredo;}
/*! Sets the Id */
- inline void SetId(const Id& id) {_Id = id;}
- inline void SetFEdges(const vector<FEdge*>& iFEdges) {_FEdges = iFEdges;}
- inline void SetShape(SShape *iShape) {_Shape = iShape;}
- inline void SetViewVertex(ViewVertex *iViewVertex) {_pViewVertex = iViewVertex;}
+ inline void setId(const Id& id) {_Id = id;}
+ inline void setFEdges(const vector<FEdge*>& iFEdges) {_FEdges = iFEdges;}
+ inline void setShape(SShape *iShape) {_Shape = iShape;}
+ inline void setViewVertex(ViewVertex *iViewVertex) {_pViewVertex = iViewVertex;}
/*! Add an FEdge to the list of edges emanating from this SVertex. */
inline void AddFEdge(FEdge* iFEdge) {_FEdges.push_back(iFEdge);}
/* replaces edge 1 by edge 2 in the list of edges */
@@ -501,30 +501,30 @@ public:
/* modifiers */
/*! Sets the first SVertex. */
- inline void SetVertexA(SVertex *vA) {_VertexA = vA;}
+ inline void setVertexA(SVertex *vA) {_VertexA = vA;}
/*! Sets the second SVertex. */
- inline void SetVertexB(SVertex *vB) {_VertexB = vB;}
+ inline void setVertexB(SVertex *vB) {_VertexB = vB;}
/*! Sets the FEdge Id . */
- inline void SetId(const Id& id) {_Id = id;}
+ inline void setId(const Id& id) {_Id = id;}
/*! Sets the pointer to the next FEdge. */
- inline void SetNextEdge(FEdge* iEdge) {_NextEdge = iEdge;}
+ inline void setNextEdge(FEdge* iEdge) {_NextEdge = iEdge;}
/*! Sets the pointer to the previous FEdge. */
- inline void SetPreviousEdge(FEdge *iEdge) {_PreviousEdge = iEdge;}
+ inline void setPreviousEdge(FEdge *iEdge) {_PreviousEdge = iEdge;}
/*! Sets the nature of this FEdge. */
- inline void SetNature(Nature::EdgeNature iNature) {_Nature = iNature;}
+ inline void setNature(Nature::EdgeNature iNature) {_Nature = iNature;}
//inline void AddOccluder(Polygon3r& iPolygon) {_Occluders.push_back(iPolygon);}
/*! Sets the ViewEdge to which this FEdge belongs to. */
- inline void SetViewEdge(ViewEdge *iViewEdge) {_ViewEdge = iViewEdge;}
- // inline void SetHasVisibilityPoint(bool iBool) {_hasVisibilityPoint = iBool;}
- // inline void SetVisibilityPointA(const Vec3r& iPoint) {_VisibilityPointA = iPoint;}
- // inline void SetVisibilityPointB(const Vec3r& iPoint) {_VisibilityPointB = iPoint;}
- inline void SetaFace(Polygon3r& iFace) {_aFace = iFace;}
- inline void SetOccludeeIntersection(const Vec3r& iPoint) {_occludeeIntersection = iPoint;}
- inline void SetOccludeeEmpty(bool iempty) {_occludeeEmpty = iempty;}
+ inline void setViewEdge(ViewEdge *iViewEdge) {_ViewEdge = iViewEdge;}
+ // inline void setHasVisibilityPoint(bool iBool) {_hasVisibilityPoint = iBool;}
+ // inline void setVisibilityPointA(const Vec3r& iPoint) {_VisibilityPointA = iPoint;}
+ // inline void setVisibilityPointB(const Vec3r& iPoint) {_VisibilityPointB = iPoint;}
+ inline void setaFace(Polygon3r& iFace) {_aFace = iFace;}
+ inline void setOccludeeIntersection(const Vec3r& iPoint) {_occludeeIntersection = iPoint;}
+ inline void setOccludeeEmpty(bool iempty) {_occludeeEmpty = iempty;}
/*! Sets the flag telling whether this FEdge is smooth or sharp.
* true for Smooth, false for Sharp.
*/
- inline void SetSmooth(bool iFlag) {_isSmooth = iFlag;}
+ inline void setSmooth(bool iFlag) {_isSmooth = iFlag;}
/* checks whether two FEdge have a common vertex.
* Returns a pointer on the common vertex if it exists,
@@ -840,13 +840,13 @@ public:
const Material& bMaterial() const ;
/*! Sets the normal to the face lying on the right of the FEdge. */
- inline void SetNormalA(const Vec3r& iNormal) {_aNormal = iNormal;}
+ inline void setNormalA(const Vec3r& iNormal) {_aNormal = iNormal;}
/*! Sets the normal to the face lying on the left of the FEdge. */
- inline void SetNormalB(const Vec3r& iNormal) {_bNormal = iNormal;}
+ inline void setNormalB(const Vec3r& iNormal) {_bNormal = iNormal;}
/*! Sets the index of the material lying on the right of the FEdge.*/
- inline void SetaMaterialIndex(unsigned i) {_aMaterialIndex = i;}
+ inline void setaMaterialIndex(unsigned i) {_aMaterialIndex = i;}
/*! Sets the index of the material lying on the left of the FEdge.*/
- inline void SetbMaterialIndex(unsigned i) {_bMaterialIndex = i;}
+ inline void setbMaterialIndex(unsigned i) {_bMaterialIndex = i;}
};
@@ -901,11 +901,11 @@ public:
/*! Returns the material of the face it is running accross. */
const Material& material() const ;
- inline void SetFace(void * iFace) {_Face = iFace;}
+ inline void setFace(void * iFace) {_Face = iFace;}
/*! Sets the normal to the Face it is running accross. */
- inline void SetNormal(const Vec3r& iNormal) {_Normal = iNormal;}
+ inline void setNormal(const Vec3r& iNormal) {_Normal = iNormal;}
/*! Sets the index of the material of the face it is running accross. */
- inline void SetMaterialIndex(unsigned i) {_MaterialIndex = i;}
+ inline void setMaterialIndex(unsigned i) {_MaterialIndex = i;}
};
/**********************************/
/* */
@@ -969,7 +969,7 @@ public:
sv++)
{
SVertex *newv = new SVertex(*(*sv));
- newv->SetShape(this);
+ newv->setShape(this);
_verticesList.push_back(newv);
}
@@ -1015,7 +1015,7 @@ public:
FEdge *current = *fed;
newfedgelist.push_back((FEdge*)current->userdata);
}
- (*sv)->SetFEdges(newfedgelist);
+ (*sv)->setFEdges(newfedgelist);
}
//-------------------------------------
@@ -1025,10 +1025,10 @@ public:
e!=eend;
e++)
{
- (*e)->SetVertexA((SVertex*)((*e)->vertexA()->userdata));
- (*e)->SetVertexB((SVertex*)((*e)->vertexB()->userdata));
- (*e)->SetNextEdge((FEdge*)((*e)->nextEdge()->userdata));
- (*e)->SetPreviousEdge((FEdge*)((*e)->previousEdge()->userdata));
+ (*e)->setVertexA((SVertex*)((*e)->vertexA()->userdata));
+ (*e)->setVertexB((SVertex*)((*e)->vertexB()->userdata));
+ (*e)->setNextEdge((FEdge*)((*e)->nextEdge()->userdata));
+ (*e)->setPreviousEdge((FEdge*)((*e)->previousEdge()->userdata));
}
@@ -1104,7 +1104,7 @@ public:
/*! Adds a SVertex to the list of SVertex of this Shape.
* The SShape attribute of the SVertex is also set to 'this'.
*/
- inline void AddNewVertex(SVertex* iv) {iv->SetShape(this);_verticesList.push_back(iv);}
+ inline void AddNewVertex(SVertex* iv) {iv->setShape(this);_verticesList.push_back(iv);}
inline void AddChain(FEdge *iEdge){
_chains.push_back(iEdge);
}
@@ -1112,7 +1112,7 @@ public:
inline SVertex * CreateSVertex(const Vec3r& P3D, const Vec3r& P2D, const Id& id)
{
SVertex *Ia = new SVertex(P3D, id);
- Ia->SetPoint2D(P2D);
+ Ia->setPoint2D(P2D);
AddNewVertex(Ia);
return Ia;
}
@@ -1172,7 +1172,7 @@ public:
// create new SVertex:
// (we keep B's id)
SVertex* newVertex = new SVertex(newpoint3d, ioB->getId());
- newVertex->SetPoint2D(newpoint2d);
+ newVertex->setPoint2D(newpoint2d);
// Add this vertex to the intersections list:
intersections.push_back(newVertex);
@@ -1192,23 +1192,23 @@ public:
// AB becomes (address speaking) AA'. B is updated.
//--------------------------------------------------
// The edge AB becomes edge AA'.
- (fe)->SetVertexB((*sv));
+ (fe)->setVertexB((*sv));
// a new edge, A'B is created.
FEdge *newEdge;
if(fe->isSmooth()){
newEdge = new FEdgeSmooth((*sv), svB);
FEdgeSmooth * se = dynamic_cast<FEdgeSmooth*>(newEdge);
FEdgeSmooth * fes = dynamic_cast<FEdgeSmooth*>(fe);
- se->SetMaterialIndex(fes->materialIndex());
+ se->setMaterialIndex(fes->materialIndex());
}else{
newEdge = new FEdgeSharp((*sv), svB);
FEdgeSharp * se = dynamic_cast<FEdgeSharp*>(newEdge);
FEdgeSharp * fes = dynamic_cast<FEdgeSharp*>(fe);
- se->SetaMaterialIndex(fes->aMaterialIndex());
- se->SetbMaterialIndex(fes->bMaterialIndex());
+ se->setaMaterialIndex(fes->aMaterialIndex());
+ se->setbMaterialIndex(fes->bMaterialIndex());
}
- newEdge->SetNature((fe)->getNature());
+ newEdge->setNature((fe)->getNature());
// to build a new chain:
@@ -1219,15 +1219,15 @@ public:
ioNewEdges.push_back(newEdge);
// update edge A'B for the next pointing edge
- newEdge->SetNextEdge((fe)->nextEdge());
- fe->nextEdge()->SetPreviousEdge(newEdge);
+ newEdge->setNextEdge((fe)->nextEdge());
+ fe->nextEdge()->setPreviousEdge(newEdge);
Id id(fe->getId().getFirst(), fe->getId().getSecond()+1);
- newEdge->SetId(fe->getId());
- fe->SetId(id);
+ newEdge->setId(fe->getId());
+ fe->setId(id);
// update edge AA' for the next pointing edge
- //ioEdge->SetNextEdge(newEdge);
- (fe)->SetNextEdge(NULL);
+ //ioEdge->setNextEdge(newEdge);
+ (fe)->setNextEdge(NULL);
// update vertex pointing edges list:
// -- vertex B --
@@ -1264,30 +1264,30 @@ public:
newEdge = new FEdgeSmooth(ioNewVertex, B);
FEdgeSmooth * se = dynamic_cast<FEdgeSmooth*>(newEdge);
FEdgeSmooth * fes = dynamic_cast<FEdgeSmooth*>(ioEdge);
- se->SetMaterialIndex(fes->materialIndex());
+ se->setMaterialIndex(fes->materialIndex());
}else{
newEdge = new FEdgeSharp(ioNewVertex, B);
FEdgeSharp * se = dynamic_cast<FEdgeSharp*>(newEdge);
FEdgeSharp * fes = dynamic_cast<FEdgeSharp*>(ioEdge);
- se->SetaMaterialIndex(fes->aMaterialIndex());
- se->SetbMaterialIndex(fes->bMaterialIndex());
+ se->setaMaterialIndex(fes->aMaterialIndex());
+ se->setbMaterialIndex(fes->bMaterialIndex());
}
- newEdge->SetNature(ioEdge->getNature());
+ newEdge->setNature(ioEdge->getNature());
if(ioEdge->nextEdge() != 0)
- ioEdge->nextEdge()->SetPreviousEdge(newEdge);
+ ioEdge->nextEdge()->setPreviousEdge(newEdge);
// update edge A'B for the next pointing edge
- newEdge->SetNextEdge(ioEdge->nextEdge());
+ newEdge->setNextEdge(ioEdge->nextEdge());
// update edge A'B for the previous pointing edge
- newEdge->SetPreviousEdge(0); // because it is now a TVertex
+ newEdge->setPreviousEdge(0); // because it is now a TVertex
Id id(ioEdge->getId().getFirst(), ioEdge->getId().getSecond()+1);
- newEdge->SetId(ioEdge->getId());
- ioEdge->SetId(id);
+ newEdge->setId(ioEdge->getId());
+ ioEdge->setId(id);
// update edge AA' for the next pointing edge
- ioEdge->SetNextEdge(0); // because it is now a TVertex
+ ioEdge->setNextEdge(0); // because it is now a TVertex
// update vertex pointing edges list:
// -- vertex B --
@@ -1301,17 +1301,17 @@ public:
AddEdge(newEdge); // FIXME ??
// The edge AB becomes edge AA'.
- ioEdge->SetVertexB(ioNewVertex);
+ ioEdge->setVertexB(ioNewVertex);
if(ioEdge->isSmooth()){
- ((FEdgeSmooth*)newEdge)->SetFace(((FEdgeSmooth*)ioEdge)->face());
+ ((FEdgeSmooth*)newEdge)->setFace(((FEdgeSmooth*)ioEdge)->face());
}
return newEdge;
}
/*! Sets the Bounding Box of the Shape */
- inline void SetBBox(const BBox<Vec3r>& iBBox) {_BBox = iBBox;}
+ inline void setBBox(const BBox<Vec3r>& iBBox) {_BBox = iBBox;}
/*! Compute the bbox of the sshape */
inline void ComputeBBox()
@@ -1359,7 +1359,7 @@ public:
}
- SetBBox(BBox<Vec3r>(Vec3r(XMin, YMin, ZMin), Vec3r(XMax, YMax, ZMax)));
+ setBBox(BBox<Vec3r>(Vec3r(XMin, YMin, ZMin), Vec3r(XMax, YMax, ZMax)));
}
inline void RemoveEdgeFromChain(FEdge *iEdge)
@@ -1409,11 +1409,11 @@ public:
/* Modififers */
/*! Sets the Id of the shape.*/
- inline void SetId(Id id) {_Id = id;}
+ inline void setId(Id id) {_Id = id;}
/*! Sets the list of materials for the shape */
- inline void SetMaterials(const vector<Material>& iMaterials) {_Materials = iMaterials;}
- inline void SetViewShape(ViewShape *iShape) {_ViewShape = iShape;}
- inline void SetImportance(float importance){_importance = importance;}
+ inline void setMaterials(const vector<Material>& iMaterials) {_Materials = iMaterials;}
+ inline void setViewShape(ViewShape *iShape) {_ViewShape = iShape;}
+ inline void setImportance(float importance){_importance = importance;}
};
#endif // SILHOUETTE_H