diff options
Diffstat (limited to 'source/blender/freestyle/intern/winged_edge/WingedEdgeBuilder.cpp')
-rw-r--r-- | source/blender/freestyle/intern/winged_edge/WingedEdgeBuilder.cpp | 88 |
1 files changed, 44 insertions, 44 deletions
diff --git a/source/blender/freestyle/intern/winged_edge/WingedEdgeBuilder.cpp b/source/blender/freestyle/intern/winged_edge/WingedEdgeBuilder.cpp index 2be46abc87d..2ddc821da78 100644 --- a/source/blender/freestyle/intern/winged_edge/WingedEdgeBuilder.cpp +++ b/source/blender/freestyle/intern/winged_edge/WingedEdgeBuilder.cpp @@ -89,15 +89,15 @@ bool WingedEdgeBuilder::buildWShape(WShape& shape, IndexedFaceSet& ifs) unsigned int nsize = ifs.nsize(); //soc unused - unsigned tsize = ifs.tsize(); - const real *vertices = ifs.vertices(); - const real *normals = ifs.normals(); - const real *texCoords = ifs.texCoords(); + const float *vertices = ifs.vertices(); + const float *normals = ifs.normals(); + const float *texCoords = ifs.texCoords(); - real *new_vertices; - real *new_normals; + float *new_vertices; + float *new_normals; - new_vertices = new real[vsize]; - new_normals = new real[nsize]; + new_vertices = new float[vsize]; + new_normals = new float[nsize]; // transform coordinates from local to world system if (_current_matrix) { @@ -185,7 +185,7 @@ bool WingedEdgeBuilder::buildWShape(WShape& shape, IndexedFaceSet& ifs) #endif // Parse the built winged-edge shape to update post-flags - set<Vec3r> normalsSet; + set<Vec3f> normalsSet; vector<WVertex *>& wvertices = shape.getVertexList(); for (vector<WVertex *>::iterator wv = wvertices.begin(), wvend = wvertices.end(); wv != wvend; ++wv) { if ((*wv)->isBoundary()) @@ -213,18 +213,18 @@ bool WingedEdgeBuilder::buildWShape(WShape& shape, IndexedFaceSet& ifs) return true; } -void WingedEdgeBuilder::buildWVertices(WShape& shape, const real *vertices, unsigned vsize) +void WingedEdgeBuilder::buildWVertices(WShape& shape, const float *vertices, unsigned vsize) { WVertex *vertex; for (unsigned int i = 0; i < vsize; i += 3) { - vertex = new WVertex(Vec3r(vertices[i], vertices[i + 1], vertices[i + 2])); + vertex = new WVertex(Vec3f(vertices[i], vertices[i + 1], vertices[i + 2])); vertex->setId(i / 3); shape.AddVertex(vertex); } } -void WingedEdgeBuilder::buildTriangleStrip(const real * /*vertices*/, const real *normals, vector<FrsMaterial>& /*iMaterials*/, - const real *texCoords, const IndexedFaceSet::FaceEdgeMark *iFaceEdgeMarks, +void WingedEdgeBuilder::buildTriangleStrip(const float * /*vertices*/, const float *normals, vector<FrsMaterial>& /*iMaterials*/, + const float *texCoords, const IndexedFaceSet::FaceEdgeMark *iFaceEdgeMarks, const unsigned *vindices, const unsigned *nindices, const unsigned *mindices, const unsigned *tindices, const unsigned nvertices) { @@ -234,8 +234,8 @@ void WingedEdgeBuilder::buildTriangleStrip(const real * /*vertices*/, const real WShape *currentShape = _current_wshape; // the current shape being built vector<WVertex *> triangleVertices; - vector<Vec3r> triangleNormals; - vector<Vec2r> triangleTexCoords; + vector<Vec3f> triangleNormals; + vector<Vec2f> triangleTexCoords; vector<bool> triangleFaceEdgeMarks; while (nDoneVertices < nvertices) { @@ -247,18 +247,18 @@ void WingedEdgeBuilder::buildTriangleStrip(const real * /*vertices*/, const real triangleVertices.push_back(currentShape->getVertexList()[vindices[nTriangle + 1] / 3]); triangleVertices.push_back(currentShape->getVertexList()[vindices[nTriangle + 2] / 3]); - triangleNormals.push_back(Vec3r(normals[nindices[nTriangle]], normals[nindices[nTriangle] + 1], + triangleNormals.push_back(Vec3f(normals[nindices[nTriangle]], normals[nindices[nTriangle] + 1], normals[nindices[nTriangle] + 2])); - triangleNormals.push_back(Vec3r(normals[nindices[nTriangle + 1]], normals[nindices[nTriangle + 1] + 1], + triangleNormals.push_back(Vec3f(normals[nindices[nTriangle + 1]], normals[nindices[nTriangle + 1] + 1], normals[nindices[nTriangle + 1] + 2])); - triangleNormals.push_back(Vec3r(normals[nindices[nTriangle + 2]], normals[nindices[nTriangle + 2] + 1], + triangleNormals.push_back(Vec3f(normals[nindices[nTriangle + 2]], normals[nindices[nTriangle + 2] + 1], normals[nindices[nTriangle + 2] + 2])); if (texCoords) { - triangleTexCoords.push_back(Vec2r(texCoords[tindices[nTriangle]], texCoords[tindices[nTriangle] + 1])); - triangleTexCoords.push_back(Vec2r(texCoords[tindices[nTriangle + 1]], + triangleTexCoords.push_back(Vec2f(texCoords[tindices[nTriangle]], texCoords[tindices[nTriangle] + 1])); + triangleTexCoords.push_back(Vec2f(texCoords[tindices[nTriangle + 1]], texCoords[tindices[nTriangle + 1] + 1])); - triangleTexCoords.push_back(Vec2r(texCoords[tindices[nTriangle + 2]], + triangleTexCoords.push_back(Vec2f(texCoords[tindices[nTriangle + 2]], texCoords[tindices[nTriangle + 2] + 1])); } } @@ -267,18 +267,18 @@ void WingedEdgeBuilder::buildTriangleStrip(const real * /*vertices*/, const real triangleVertices.push_back(currentShape->getVertexList()[vindices[nTriangle + 2] / 3]); triangleVertices.push_back(currentShape->getVertexList()[vindices[nTriangle + 1] / 3]); - triangleNormals.push_back(Vec3r(normals[nindices[nTriangle]], normals[nindices[nTriangle] + 1], + triangleNormals.push_back(Vec3f(normals[nindices[nTriangle]], normals[nindices[nTriangle] + 1], normals[nindices[nTriangle] + 2])); - triangleNormals.push_back(Vec3r(normals[nindices[nTriangle + 2]], normals[nindices[nTriangle + 2] + 1], + triangleNormals.push_back(Vec3f(normals[nindices[nTriangle + 2]], normals[nindices[nTriangle + 2] + 1], normals[nindices[nTriangle + 2] + 2])); - triangleNormals.push_back(Vec3r(normals[nindices[nTriangle + 1]], normals[nindices[nTriangle + 1] + 1], + triangleNormals.push_back(Vec3f(normals[nindices[nTriangle + 1]], normals[nindices[nTriangle + 1] + 1], normals[nindices[nTriangle + 1] + 2])); if (texCoords) { - triangleTexCoords.push_back(Vec2r(texCoords[tindices[nTriangle]], texCoords[tindices[nTriangle] + 1])); - triangleTexCoords.push_back(Vec2r(texCoords[tindices[nTriangle + 2]], + triangleTexCoords.push_back(Vec2f(texCoords[tindices[nTriangle]], texCoords[tindices[nTriangle] + 1])); + triangleTexCoords.push_back(Vec2f(texCoords[tindices[nTriangle + 2]], texCoords[tindices[nTriangle + 2] + 1])); - triangleTexCoords.push_back(Vec2r(texCoords[tindices[nTriangle + 1]], + triangleTexCoords.push_back(Vec2f(texCoords[tindices[nTriangle + 1]], texCoords[tindices[nTriangle + 1] + 1])); } } @@ -298,23 +298,23 @@ void WingedEdgeBuilder::buildTriangleStrip(const real * /*vertices*/, const real } } -void WingedEdgeBuilder::buildTriangleFan(const real * /*vertices*/, const real * /*normals*/, vector<FrsMaterial>& /*iMaterials*/, - const real * /*texCoords*/, const IndexedFaceSet::FaceEdgeMark * /*iFaceEdgeMarks*/, +void WingedEdgeBuilder::buildTriangleFan(const float * /*vertices*/, const float * /*normals*/, vector<FrsMaterial>& /*iMaterials*/, + const float * /*texCoords*/, const IndexedFaceSet::FaceEdgeMark * /*iFaceEdgeMarks*/, const unsigned * /*vindices*/, const unsigned * /*nindices*/, const unsigned * /*mindices*/, const unsigned * /*tindices*/, const unsigned /*nvertices*/) { // Nothing to be done } -void WingedEdgeBuilder::buildTriangles(const real * /*vertices*/, const real *normals, vector<FrsMaterial>& /*iMaterials*/, - const real *texCoords, const IndexedFaceSet::FaceEdgeMark *iFaceEdgeMarks, +void WingedEdgeBuilder::buildTriangles(const float * /*vertices*/, const float *normals, vector<FrsMaterial>& /*iMaterials*/, + const float *texCoords, const IndexedFaceSet::FaceEdgeMark *iFaceEdgeMarks, const unsigned *vindices, const unsigned *nindices, const unsigned *mindices, const unsigned *tindices, const unsigned nvertices) { WShape *currentShape = _current_wshape; // the current shape begin built vector<WVertex *> triangleVertices; - vector<Vec3r> triangleNormals; - vector<Vec2r> triangleTexCoords; + vector<Vec3f> triangleNormals; + vector<Vec2f> triangleTexCoords; vector<bool> triangleFaceEdgeMarks; // Each triplet of vertices is considered as an independent triangle @@ -323,17 +323,17 @@ void WingedEdgeBuilder::buildTriangles(const real * /*vertices*/, const real *no triangleVertices.push_back(currentShape->getVertexList()[vindices[3 * i + 1] / 3]); triangleVertices.push_back(currentShape->getVertexList()[vindices[3 * i + 2] / 3]); - triangleNormals.push_back(Vec3r(normals[nindices[3 * i]], normals[nindices[3 * i] + 1], + triangleNormals.push_back(Vec3f(normals[nindices[3 * i]], normals[nindices[3 * i] + 1], normals[nindices[3 * i] + 2])); - triangleNormals.push_back(Vec3r(normals[nindices[3 * i + 1]], normals[nindices[3 * i + 1] + 1], + triangleNormals.push_back(Vec3f(normals[nindices[3 * i + 1]], normals[nindices[3 * i + 1] + 1], normals[nindices[3 * i + 1] + 2])); - triangleNormals.push_back(Vec3r(normals[nindices[3 * i + 2]], normals[nindices[3 * i + 2] + 1], + triangleNormals.push_back(Vec3f(normals[nindices[3 * i + 2]], normals[nindices[3 * i + 2] + 1], normals[nindices[3 * i + 2] + 2])); if (texCoords) { - triangleTexCoords.push_back(Vec2r(texCoords[tindices[3 * i]], texCoords[tindices[3 * i] + 1])); - triangleTexCoords.push_back(Vec2r(texCoords[tindices[3 * i + 1]], texCoords[tindices[3 * i + 1] + 1])); - triangleTexCoords.push_back(Vec2r(texCoords[tindices[3 * i + 2]], texCoords[tindices[3 * i + 2] + 1])); + triangleTexCoords.push_back(Vec2f(texCoords[tindices[3 * i]], texCoords[tindices[3 * i] + 1])); + triangleTexCoords.push_back(Vec2f(texCoords[tindices[3 * i + 1]], texCoords[tindices[3 * i + 1] + 1])); + triangleTexCoords.push_back(Vec2f(texCoords[tindices[3 * i + 2]], texCoords[tindices[3 * i + 2] + 1])); } triangleFaceEdgeMarks.push_back((iFaceEdgeMarks[i] & IndexedFaceSet::FACE_MARK) != 0); @@ -348,10 +348,10 @@ void WingedEdgeBuilder::buildTriangles(const real * /*vertices*/, const real *no currentShape->MakeFace(triangleVertices, triangleNormals, triangleTexCoords, triangleFaceEdgeMarks, 0); } -void WingedEdgeBuilder::transformVertices(const real *vertices, unsigned vsize, const Matrix44r& transform, real *res) +void WingedEdgeBuilder::transformVertices(const float *vertices, unsigned vsize, const Matrix44r& transform, float *res) { - const real *v = vertices; - real *pv = res; + const float *v = vertices; + float *pv = res; for (unsigned int i = 0; i < vsize / 3; i++) { HVec3r hv_tmp(v[0], v[1], v[2]); @@ -363,10 +363,10 @@ void WingedEdgeBuilder::transformVertices(const real *vertices, unsigned vsize, } } -void WingedEdgeBuilder::transformNormals(const real *normals, unsigned nsize, const Matrix44r& transform, real *res) +void WingedEdgeBuilder::transformNormals(const float *normals, unsigned nsize, const Matrix44r& transform, float *res) { - const real *n = normals; - real *pn = res; + const float *n = normals; + float *pn = res; for (unsigned int i = 0; i < nsize / 3; i++) { Vec3r hn(n[0], n[1], n[2]); |