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blender-archive/source/blender/freestyle/intern/scene_graph/NodeTransform.cpp
2019-05-31 22:55:15 +10:00

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/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
/** \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"
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];
unsigned int 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 (unsigned int 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 (unsigned int j = 0; j < 3; j++) {
real norm = 0;
for (unsigned int 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 */