106 Vec3r w1(u[0], u[1], u[2]);
107 Vec3r w2(
v[0], u[1], u[2]);
108 Vec3r w3(u[0],
v[1], u[2]);
110 Vec3r w5(u[0], u[1],
v[2]);
115 real _znear = std::min(
116 (w1 - cameraCenter).
norm(),
117 std::min((w2 - cameraCenter).
norm(),
118 std::min((w3 - cameraCenter).
norm(),
119 std::min((w4 - cameraCenter).
norm(),
120 std::min((w5 - cameraCenter).
norm(),
121 std::min((w6 - cameraCenter).
norm(),
122 std::min((w7 - cameraCenter).
norm(),
123 (w8 - cameraCenter).
norm())))))));
125 return std::max(_znear, 0.001);
135 Vec3r w1(u[0], u[1], u[2]);
136 Vec3r w2(
v[0], u[1], u[2]);
137 Vec3r w3(u[0],
v[1], u[2]);
139 Vec3r w5(u[0], u[1],
v[2]);
144 real _zfar = std::max(
145 (w1 - cameraCenter).
norm(),
146 std::max((w2 - cameraCenter).
norm(),
147 std::max((w3 - cameraCenter).
norm(),
148 std::max((w4 - cameraCenter).
norm(),
149 std::max((w5 - cameraCenter).
norm(),
150 std::max((w6 - cameraCenter).
norm(),
151 std::max((w7 - cameraCenter).
norm(),
152 (w8 - cameraCenter).
norm())))))));
Class to define a canvas designed to draw style modules.
The spinal tap of the system.
struct FreestyleGlobals g_freestyle
Contains defines and structs used throughout the imbuf module.
Class to define the representation of 3D Line.
Class to represent a light node.
Class to build a shape node. It contains a Rep, which is the shape geometry.
Classes to define a silhouette structure.
Class to define the representation of a vertex for displaying purpose.
Classes to define a View Map (ViewVertex, ViewEdge, etc.)
ATTR_WARN_UNUSED_RESULT const BMVert * v
SIMD_FORCE_INLINE btScalar norm() const
Return the norm (length) of the vector.
real distanceToSceneCenter()
AppView(const char *iName=0)
NodeDrawingStyle * _ModelRootNode
NodeDrawingStyle * _DebugRootNode
NodeDrawingStyle * _p2DSelectionNode
NodeDrawingStyle * _SilhouetteRootNode
const Point & getMin() const
const Point & getMax() const
void setPointSize(const float iPointSize)
void setStyle(const DrawingStyle::STYLE iStyle)
void setLineWidth(const float iLineWidth)
void setLightingEnabled(const bool iEnableLighting)
virtual void AddChild(Node *iChild)
virtual const BBox< Vec3r > & bbox() const