Esempio n. 1
0
/*<private>
 * _clutter_paint_volume_get_box:
 * @pv: a #ClutterPaintVolume
 * @box: a pixel aligned #ClutterGeometry
 *
 * Transforms a 3D paint volume into a 2D bounding box in the
 * same coordinate space as the 3D paint volume.
 *
 * To get an actors "paint box" you should first project
 * the paint volume into window coordinates before getting
 * the 2D bounding box.
 *
 * <note>The coordinates of the returned box are not clamped to
 * integer pixel values, if you need them to be clamped you can use
 * clutter_actor_box_clamp_to_pixel()</note>
 *
 * Since: 1.6
 */
void
_clutter_paint_volume_get_bounding_box (ClutterPaintVolume *pv,
                                        ClutterActorBox *box)
{
  gfloat x_min, y_min, x_max, y_max;
  ClutterVertex *vertices;
  int count;
  gint i;

  g_return_if_fail (pv != NULL);
  g_return_if_fail (box != NULL);

  if (pv->is_empty)
    {
      box->x1 = box->x2 = pv->vertices[0].x;
      box->y1 = box->y2 = pv->vertices[0].y;
      return;
    }

  /* Updates the vertices we calculate lazily
   * (See ClutterPaintVolume typedef for more details) */
  _clutter_paint_volume_complete (pv);

  vertices = pv->vertices;

  x_min = x_max = vertices[0].x;
  y_min = y_max = vertices[0].y;

  /* Most actors are 2D so we only have to look at the front 4
   * vertices of the paint volume... */
  if (G_LIKELY (pv->is_2d))
    count = 4;
  else
    count = 8;

  for (i = 1; i < count; i++)
    {
      if (vertices[i].x < x_min)
        x_min = vertices[i].x;
      else if (vertices[i].x > x_max)
        x_max = vertices[i].x;

      if (vertices[i].y < y_min)
        y_min = vertices[i].y;
      else if (vertices[i].y > y_max)
        y_max = vertices[i].y;
    }

  box->x1 = x_min;
  box->y1 = y_min;
  box->x2 = x_max;
  box->y2 = y_max;
}
Esempio n. 2
0
void
_clutter_paint_volume_project (ClutterPaintVolume *pv,
                               const CoglMatrix *modelview,
                               const CoglMatrix *projection,
                               const int *viewport)
{
  int transform_count;

  if (pv->is_empty)
    {
      /* Just transform the origin... */
      _clutter_util_fully_transform_vertices (modelview,
                                              projection,
                                              viewport,
                                              pv->vertices,
                                              pv->vertices,
                                              1);
      return;
    }

  /* All the vertices must be up to date, since after the projection
   * it wont be trivial to derive the other vertices. */
  _clutter_paint_volume_complete (pv);

  /* Most actors are 2D so we only have to transform the front 4
   * vertices of the paint volume... */
  if (G_LIKELY (pv->is_2d))
    transform_count = 4;
  else
    transform_count = 8;

  _clutter_util_fully_transform_vertices (modelview,
                                          projection,
                                          viewport,
                                          pv->vertices,
                                          pv->vertices,
                                          transform_count);

  pv->is_axis_aligned = FALSE;
}
Esempio n. 3
0
void
_clutter_paint_volume_transform (ClutterPaintVolume *pv,
                                 const CoglMatrix *matrix)
{
  int transform_count;

  if (pv->is_empty)
    {
      gfloat w = 1;
      /* Just transform the origin */
      cogl_matrix_transform_point (matrix,
                                   &pv->vertices[0].x,
                                   &pv->vertices[0].y,
                                   &pv->vertices[0].z,
                                   &w);
      return;
    }

  /* All the vertices must be up to date, since after the transform
   * it wont be trivial to derive the other vertices. */
  _clutter_paint_volume_complete (pv);

  /* Most actors are 2D so we only have to transform the front 4
   * vertices of the paint volume... */
  if (G_LIKELY (pv->is_2d))
    transform_count = 4;
  else
    transform_count = 8;

  cogl_matrix_transform_points (matrix,
                                3,
                                sizeof (ClutterVertex),
                                pv->vertices,
                                sizeof (ClutterVertex),
                                pv->vertices,
                                transform_count);

  pv->is_axis_aligned = FALSE;
}
Esempio n. 4
0
/* Given a paint volume that has been transformed by an arbitrary
 * modelview and is no longer axis aligned, this derives a replacement
 * that is axis aligned. */
void
_clutter_paint_volume_axis_align (ClutterPaintVolume *pv)
{
  int count;
  int i;
  ClutterVertex origin;
  float max_x;
  float max_y;
  float max_z;

  g_return_if_fail (pv != NULL);

  if (pv->is_empty)
    return;

  if (G_LIKELY (pv->is_axis_aligned))
    return;

  if (G_LIKELY (pv->vertices[0].x == pv->vertices[1].x &&
                pv->vertices[0].y == pv->vertices[3].y &&
                pv->vertices[0].z == pv->vertices[4].z))
    {
      pv->is_axis_aligned = TRUE;
      return;
    }

  if (!pv->is_complete)
    _clutter_paint_volume_complete (pv);

  origin = pv->vertices[0];
  max_x = pv->vertices[0].x;
  max_y = pv->vertices[0].y;
  max_z = pv->vertices[0].z;

  count = pv->is_2d ? 4 : 8;
  for (i = 1; i < count; i++)
    {
      if (pv->vertices[i].x < origin.x)
        origin.x = pv->vertices[i].x;
      else if (pv->vertices[i].x > max_x)
        max_x = pv->vertices[i].x;

      if (pv->vertices[i].y < origin.y)
        origin.y = pv->vertices[i].y;
      else if (pv->vertices[i].y > max_y)
        max_y = pv->vertices[i].y;

      if (pv->vertices[i].z < origin.z)
        origin.z = pv->vertices[i].z;
      else if (pv->vertices[i].z > max_z)
        max_z = pv->vertices[i].z;
    }

  pv->vertices[0] = origin;

  pv->vertices[1].x = max_x;
  pv->vertices[1].y = origin.y;
  pv->vertices[1].z = origin.z;

  pv->vertices[3].x = origin.x;
  pv->vertices[3].y = max_y;
  pv->vertices[3].z = origin.z;

  pv->vertices[4].x = origin.x;
  pv->vertices[4].y = origin.y;
  pv->vertices[4].z = max_z;

  pv->is_complete = FALSE;
  pv->is_axis_aligned = TRUE;

  if (pv->vertices[4].z == pv->vertices[0].z)
    pv->is_2d = TRUE;
  else
    pv->is_2d = FALSE;
}