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Diffstat (limited to 'source/blender/freestyle/intern/winged_edge/WingedEdgeBuilder.cpp')
-rw-r--r--source/blender/freestyle/intern/winged_edge/WingedEdgeBuilder.cpp88
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]);