Index: source/blender/freestyle/intern/scene_graph/TriangleRep.cpp |
=================================================================== |
--- source/blender/freestyle/intern/scene_graph/TriangleRep.cpp (revision 0) |
+++ source/blender/freestyle/intern/scene_graph/TriangleRep.cpp (working copy) |
@@ -0,0 +1,69 @@ |
+/* |
+ * ***** BEGIN GPL LICENSE BLOCK ***** |
+ * |
+ * 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. |
+ * |
+ * The Original Code is Copyright (C) 2010 Blender Foundation. |
+ * All rights reserved. |
+ * |
+ * The Original Code is: all of this file. |
+ * |
+ * Contributor(s): none yet. |
+ * |
+ * ***** END GPL LICENSE BLOCK ***** |
+ */ |
+ |
+/** \file blender/freestyle/intern/scene_graph/TriangleRep.cpp |
+ * \ingroup freestyle |
+ * \brief Class to define the represenation of a triangle |
+ * \author Stephane Grabli |
+ * \date 16/12/2002 |
+ */ |
+ |
+#include "TriangleRep.h" |
+ |
+void TriangleRep::ComputeBBox() |
+{ |
+ real XMax = _vertices[0][0]; |
+ real YMax = _vertices[0][1]; |
+ real ZMax = _vertices[0][2]; |
+ |
+ real XMin = _vertices[0][0]; |
+ real YMin = _vertices[0][1]; |
+ real ZMin = _vertices[0][2]; |
+ |
+ // parse all the coordinates to find the XMax, YMax, ZMax |
+ for (int i = 0; i < 3; ++i) { |
+ // X |
+ if (_vertices[i][0] > XMax) |
+ XMax = _vertices[i][0]; |
+ if (_vertices[i][0] < XMin) |
+ XMin = _vertices[i][0]; |
+ |
+ // Y |
+ if (_vertices[i][1] > YMax) |
+ YMax = _vertices[i][1]; |
+ if (_vertices[i][1] < YMin) |
+ YMin = _vertices[i][1]; |
+ |
+ // Z |
+ if (_vertices[i][2] > ZMax) |
+ ZMax = _vertices[i][2]; |
+ if (_vertices[i][2] < ZMin) |
+ ZMin = _vertices[i][2]; |
+ } |
+ |
+ setBBox(BBox<Vec3r>(Vec3r(XMin, YMin, ZMin), Vec3r(XMax, YMax, ZMax))); |
+} |