178 lines
4.2 KiB
C++
178 lines
4.2 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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/** \file
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* \ingroup freestyle
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* \brief Class to represent a transform node. A Transform node contains one or several children,
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* \brief all affected by the transformation.
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*/
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#include "NodeTransform.h"
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#include "BLI_math.h"
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namespace Freestyle {
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void NodeTransform::Translate(real x, real y, real z)
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{
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_Matrix(0, 3) += x;
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_Matrix(1, 3) += y;
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_Matrix(2, 3) += z;
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}
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void NodeTransform::Rotate(real iAngle, real x, real y, real z)
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{
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// Normalize the x,y,z vector;
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real norm = (real)sqrt(x * x + y * y + z * z);
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if (0 == norm) {
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return;
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}
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x /= norm;
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y /= norm;
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z /= norm;
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/* find the corresponding matrix with the Rodrigues formula:
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* R = I + sin(iAngle)*Ntilda + (1-cos(iAngle))*Ntilda*Ntilda
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*/
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Matrix33r Ntilda;
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Ntilda(0, 0) = Ntilda(1, 1) = Ntilda(2, 2) = 0.0f;
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Ntilda(0, 1) = -z;
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Ntilda(0, 2) = y;
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Ntilda(1, 0) = z;
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Ntilda(1, 2) = -x;
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Ntilda(2, 0) = -y;
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Ntilda(2, 1) = x;
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const Matrix33r Ntilda2(Ntilda * Ntilda);
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const real sinAngle = (real)sin((iAngle / 180.0f) * M_PI);
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const real cosAngle = (real)cos((iAngle / 180.0f) * M_PI);
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Matrix33r NS(Ntilda * sinAngle);
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Matrix33r NC(Ntilda2 * (1.0f - cosAngle));
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Matrix33r R;
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R = Matrix33r::identity();
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R += NS + NC;
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// R4 is the corresponding 4x4 matrix
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Matrix44r R4;
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R4 = Matrix44r::identity();
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for (int i = 0; i < 3; i++) {
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for (int j = 0; j < 3; j++) {
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R4(i, j) = R(i, j);
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}
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}
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// Finally, we multiply our current matrix by R4:
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Matrix44r mat_tmp(_Matrix);
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_Matrix = mat_tmp * R4;
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}
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void NodeTransform::Scale(real x, real y, real z)
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{
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_Matrix(0, 0) *= x;
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_Matrix(1, 1) *= y;
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_Matrix(2, 2) *= z;
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_Scaled = true;
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}
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void NodeTransform::MultiplyMatrix(const Matrix44r &iMatrix)
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{
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Matrix44r mat_tmp(_Matrix);
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_Matrix = mat_tmp * iMatrix;
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}
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void NodeTransform::setMatrix(const Matrix44r &iMatrix)
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{
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_Matrix = iMatrix;
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if (isScaled(iMatrix)) {
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_Scaled = true;
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}
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}
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void NodeTransform::accept(SceneVisitor &v)
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{
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v.visitNodeTransform(*this);
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v.visitNodeTransformBefore(*this);
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for (vector<Node *>::iterator node = _Children.begin(), end = _Children.end(); node != end;
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++node) {
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(*node)->accept(v);
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}
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v.visitNodeTransformAfter(*this);
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}
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void NodeTransform::AddBBox(const BBox<Vec3r> &iBBox)
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{
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Vec3r oldMin(iBBox.getMin());
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Vec3r oldMax(iBBox.getMax());
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// compute the 8 corners of the bbox
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HVec3r box[8];
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box[0] = HVec3r(iBBox.getMin());
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box[1] = HVec3r(oldMax[0], oldMin[1], oldMin[2]);
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box[2] = HVec3r(oldMax[0], oldMax[1], oldMin[2]);
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box[3] = HVec3r(oldMin[0], oldMax[1], oldMin[2]);
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box[4] = HVec3r(oldMin[0], oldMin[1], oldMax[2]);
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box[5] = HVec3r(oldMax[0], oldMin[1], oldMax[2]);
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box[6] = HVec3r(oldMax[0], oldMax[1], oldMax[2]);
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box[7] = HVec3r(oldMin[0], oldMax[1], oldMax[2]);
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// Computes the transform iBBox
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HVec3r tbox[8];
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unsigned int i;
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for (i = 0; i < 8; i++) {
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tbox[i] = _Matrix * box[i];
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}
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Vec3r newMin(tbox[0]);
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Vec3r newMax(tbox[0]);
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for (i = 0; i < 8; i++) {
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for (unsigned int j = 0; j < 3; j++) {
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if (newMin[j] > tbox[i][j]) {
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newMin[j] = tbox[i][j];
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}
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if (newMax[j] < tbox[i][j]) {
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newMax[j] = tbox[i][j];
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}
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}
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}
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BBox<Vec3r> transformBox(newMin, newMax);
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Node::AddBBox(transformBox);
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}
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bool NodeTransform::isScaled(const Matrix44r &M)
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{
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for (unsigned int j = 0; j < 3; j++) {
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real norm = 0;
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for (unsigned int i = 0; i < 3; i++) {
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norm += M(i, j) * M(i, j);
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}
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if ((norm > 1.01) || (norm < 0.99)) {
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return true;
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}
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}
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return false;
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}
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} /* namespace Freestyle */
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