17 #include "../winged_edge/WEdge.h"
19 #ifdef WITH_CXX_GUARDEDALLOC
25 namespace GridHelpers {
70 for (
unsigned int i = 0; i < 2; ++i) {
88 return (
t > 0.0) ?
t : -
t;
93 for (
unsigned int i = 0; i < 2; ++i) {
107 #ifdef WITH_CXX_GUARDEDALLOC
108 MEM_CXX_CLASS_ALLOC_FUNCS(
"Freestyle:GridHelpers:Transform")
120 if (bbMax[0] < proscenium[0] || bbMin[0] > proscenium[1] || bbMax[1] < proscenium[2] ||
121 bbMin[1] > proscenium[3]) {
125 Vec3r boxCenter(proscenium[0] + (proscenium[1] - proscenium[0]) / 2.0,
126 proscenium[2] + (proscenium[3] - proscenium[2]) / 2.0,
129 (proscenium[1] - proscenium[0]) / 2.0, (proscenium[3] - proscenium[2]) / 2.0, 1.0);
130 Vec3r triverts[3] = {
140 vector<Vec3r> points;
142 for (vector<WOEdge *>::const_iterator woe = fedges.begin(), woend = fedges.end(); woe != woend;
144 points.push_back((*woe)->GetaVertex()->GetVertex());
159 if (bbMin[0] <= proscenium[0]) {
160 proscenium[0] = bbMin[0] -
epsilon;
163 if (bbMin[1] <= proscenium[2]) {
164 proscenium[2] = bbMin[1] -
epsilon;
167 if (bbMax[0] >= proscenium[1]) {
168 proscenium[1] = bbMax[0] +
epsilon;
171 if (bbMax[1] >= proscenium[3]) {
172 proscenium[3] = bbMax[1] +
epsilon;
180 if (
point[0] <= proscenium[0]) {
184 if (
point[1] <= proscenium[2]) {
188 if (
point[0] >= proscenium[1]) {
192 if (
point[1] >= proscenium[3]) {
_GL_VOID GLfloat value _GL_VOID_RET _GL_VOID const GLuint GLboolean *residences _GL_BOOL_RET _GL_VOID GLsizei GLfloat GLfloat GLfloat GLfloat const GLubyte *bitmap _GL_VOID_RET _GL_VOID GLenum const void *lists _GL_VOID_RET _GL_VOID const GLdouble *equation _GL_VOID_RET _GL_VOID GLdouble GLdouble blue _GL_VOID_RET _GL_VOID GLfloat GLfloat blue _GL_VOID_RET _GL_VOID GLint GLint blue _GL_VOID_RET _GL_VOID GLshort GLshort blue _GL_VOID_RET _GL_VOID GLubyte GLubyte blue _GL_VOID_RET _GL_VOID GLuint GLuint blue _GL_VOID_RET _GL_VOID GLushort GLushort blue _GL_VOID_RET _GL_VOID GLbyte GLbyte GLbyte alpha _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble alpha _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat alpha _GL_VOID_RET _GL_VOID GLint GLint GLint alpha _GL_VOID_RET _GL_VOID GLshort GLshort GLshort alpha _GL_VOID_RET _GL_VOID GLubyte GLubyte GLubyte alpha _GL_VOID_RET _GL_VOID GLuint GLuint GLuint alpha _GL_VOID_RET _GL_VOID GLushort GLushort GLushort alpha _GL_VOID_RET _GL_VOID GLenum mode _GL_VOID_RET _GL_VOID GLint GLsizei GLsizei GLenum type _GL_VOID_RET _GL_VOID GLsizei GLenum GLenum const void *pixels _GL_VOID_RET _GL_VOID const void *pointer _GL_VOID_RET _GL_VOID GLdouble v _GL_VOID_RET _GL_VOID GLfloat v _GL_VOID_RET _GL_VOID GLint GLint i2 _GL_VOID_RET _GL_VOID GLint j _GL_VOID_RET _GL_VOID GLfloat param _GL_VOID_RET _GL_VOID GLint param _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble GLdouble GLdouble zFar _GL_VOID_RET _GL_UINT GLdouble *equation _GL_VOID_RET _GL_VOID GLenum GLint *params _GL_VOID_RET _GL_VOID GLenum GLfloat *v _GL_VOID_RET _GL_VOID GLenum GLfloat *params _GL_VOID_RET _GL_VOID GLfloat *values _GL_VOID_RET _GL_VOID GLushort *values _GL_VOID_RET _GL_VOID GLenum GLfloat *params _GL_VOID_RET _GL_VOID GLenum GLdouble *params _GL_VOID_RET _GL_VOID GLenum GLint *params _GL_VOID_RET _GL_VOID GLsizei const void *pointer _GL_VOID_RET _GL_VOID GLsizei const void *pointer _GL_VOID_RET _GL_BOOL GLfloat param _GL_VOID_RET _GL_VOID GLint param _GL_VOID_RET _GL_VOID GLenum GLfloat param _GL_VOID_RET _GL_VOID GLenum GLint param _GL_VOID_RET _GL_VOID GLushort pattern _GL_VOID_RET _GL_VOID GLdouble GLdouble GLint GLint const GLdouble *points _GL_VOID_RET _GL_VOID GLdouble GLdouble GLint GLint GLdouble GLdouble GLint GLint const GLdouble *points _GL_VOID_RET _GL_VOID GLdouble GLdouble u2 _GL_VOID_RET _GL_VOID GLdouble GLdouble GLint GLdouble GLdouble v2 _GL_VOID_RET _GL_VOID GLenum GLfloat param _GL_VOID_RET _GL_VOID GLenum GLint param _GL_VOID_RET _GL_VOID GLenum mode _GL_VOID_RET _GL_VOID GLdouble GLdouble nz _GL_VOID_RET _GL_VOID GLfloat GLfloat nz _GL_VOID_RET _GL_VOID GLint GLint nz _GL_VOID_RET _GL_VOID GLshort GLshort nz _GL_VOID_RET _GL_VOID GLsizei const void *pointer _GL_VOID_RET _GL_VOID GLsizei const GLfloat *values _GL_VOID_RET _GL_VOID GLsizei const GLushort *values _GL_VOID_RET _GL_VOID GLint param _GL_VOID_RET _GL_VOID const GLuint const GLclampf *priorities _GL_VOID_RET _GL_VOID GLdouble y _GL_VOID_RET _GL_VOID GLfloat y _GL_VOID_RET _GL_VOID GLint y _GL_VOID_RET _GL_VOID GLshort y _GL_VOID_RET _GL_VOID GLdouble GLdouble z _GL_VOID_RET _GL_VOID GLfloat GLfloat z _GL_VOID_RET _GL_VOID GLint GLint z _GL_VOID_RET _GL_VOID GLshort GLshort z _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble w _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat w _GL_VOID_RET _GL_VOID GLint GLint GLint w _GL_VOID_RET _GL_VOID GLshort GLshort GLshort w _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble y2 _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat y2 _GL_VOID_RET _GL_VOID GLint GLint GLint y2 _GL_VOID_RET _GL_VOID GLshort GLshort GLshort y2 _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble z _GL_VOID_RET _GL_VOID GLdouble GLdouble z _GL_VOID_RET _GL_VOID GLuint *buffer _GL_VOID_RET _GL_VOID GLdouble t _GL_VOID_RET _GL_VOID GLfloat t _GL_VOID_RET _GL_VOID GLint t _GL_VOID_RET _GL_VOID GLshort t _GL_VOID_RET _GL_VOID GLdouble t
Various tools for geometry.
Read Guarded memory(de)allocation.
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a point
Class to define a polygon.
ATTR_WARN_UNUSED_RESULT const BMVert * v
bool closest(btVector3 &v)
bool rayIntersect(const Vec3r &orig, const Vec3r &dir, real &t, real &u, real &v, real epsilon=M_EPSILON) const
const vector< Point > & getVertices() const
void getBBox(Point &min, Point &max) const
real distPointSegment(const T &P, const T &A, const T &B)
bool overlapTriangleBox(Vec3r &boxcenter, Vec3r &boxhalfsize, Vec3r triverts[3])
VecMat::Vec3< real > Vec3r
void getDefaultViewProscenium(real viewProscenium[4])
void expandProscenium(real proscenium[4], const Polygon3r &polygon)
real distancePointToPolygon(const Vec3r &point, const Polygon3r &poly)
T closestPointToSegment(const T &P, const T &A, const T &B, real &distance)
bool insideProscenium(const real proscenium[4], const Polygon3r &polygon)
Vec3r closestPointOnPolygon(const Vec3r &point, const Polygon3r &poly)
vector< Vec3r > enumerateVertices(const vector< WOEdge * > &fedges)
T distance(const T &a, const T &b)
static const pxr::TfToken b("b", pxr::TfToken::Immortal)