This repository has been archived on 2023-10-09. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
blender-archive/source/blender/freestyle/intern/scene_graph/NodeTransform.cpp
Brecht Van Lommel 1840f44666 Fix build error on Windows without precompiled headers
Recent refactoring to use uint relied on indirect includes and precompiled
headers for uint to be defined. Explicitly include BLI_sys_types where this
type is used now.
2022-10-26 19:59:55 +02:00

165 lines
3.6 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup freestyle
* \brief Class to represent a transform node. A Transform node contains one or several children,
* \brief all affected by the transformation.
*/
#include "NodeTransform.h"
#include "BLI_math.h"
#include "BLI_sys_types.h"
namespace Freestyle {
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];
uint 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 (uint 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 (uint j = 0; j < 3; j++) {
real norm = 0;
for (uint i = 0; i < 3; i++) {
norm += M(i, j) * M(i, j);
}
if ((norm > 1.01) || (norm < 0.99)) {
return true;
}
}
return false;
}
} /* namespace Freestyle */