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-rw-r--r--pose-widget/glwidget.cpp52
1 files changed, 26 insertions, 26 deletions
diff --git a/pose-widget/glwidget.cpp b/pose-widget/glwidget.cpp
index a5b51121..93b1239f 100644
--- a/pose-widget/glwidget.cpp
+++ b/pose-widget/glwidget.cpp
@@ -55,7 +55,7 @@ void GLWidget::rotateBy(double xAngle, double yAngle, double zAngle, double x, d
static __inline double dot(const vec2& p1, const vec2& p2) {
- return p1(0,0) * p2(0,0) + p1(1,0) * p2(1,0);
+ return p1.x() * p2.x() + p1.y() * p2.y();
}
class Triangle {
@@ -65,8 +65,8 @@ public:
const vec2& p3)
{
origin = p1;
- v0 = vec2({ p3(0,0) - p1(0,0), p3(1,0) - p1(1,0) });
- v1 = vec2({ p2(0,0) - p1(0,0), p2(1,0) - p1(1,0) });
+ v0 = vec2({ p3.x() - p1.x(), p3.y() - p1.y() });
+ v1 = vec2({ p2.x() - p1.x(), p2.y() - p1.y() });
dot00 = dot(v0, v0);
dot01 = dot(v0, v1);
dot11 = dot(v1, v1);
@@ -74,7 +74,7 @@ public:
}
bool barycentric_coords(const vec2& px, vec2& uv) const
{
- vec2 v2({ px(0,0) - origin(0,0), px(1,0) - origin(1,0) });
+ vec2 v2({ px.x() - origin.x(), px.y() - origin.y() });
double dot12 = dot(v1, v2);
double dot02 = dot(v0, v2);
double u = (dot11 * dot02 - dot01 * dot12) * invDenom;
@@ -90,21 +90,21 @@ private:
static __inline vec3 cross(const vec3& p1, const vec3& p2)
{
- return vec3({p1(1,0) * p2(2,0) - p2(1,0) * p1(2,0),
- p2(0,0) * p1(2,0) - p1(0,0) * p2(2,0),
- p1(0,0) * p2(1,0) - p1(1,0) * p2(0,0)});
+ return vec3({p1.y() * p2.z() - p2.y() * p1.z(),
+ p2.x() * p1.z() - p1.x() * p2.z(),
+ p1.x() * p2.y() - p1.y() * p2.x()});
}
static __inline vec3 normal(const vec3& p1, const vec3& p2, const vec3& p3)
{
- vec3 u({p2(0,0) - p1(0,0), p2(1,0) - p1(1,0), p2(2,0) - p1(2,0)});
- vec3 v({p3(0,0) - p1(0,0), p3(1,0) - p1(1,0), p3(2,0) - p1(2,0)});
+ vec3 u({p2.x() - p1.x(), p2.y() - p1.y(), p2.z() - p1.z()});
+ vec3 v({p3.x() - p1.x(), p3.y() - p1.y(), p3.z() - p1.z()});
vec3 tmp = cross(u, v);
- double i = 1./sqrt(tmp(0,0) * tmp(0,0) + tmp(1,0) * tmp(1,0) + tmp(2,0) * tmp(2,0));
+ double i = 1./sqrt(tmp.x() * tmp.x() + tmp.y() * tmp.y() + tmp.z() * tmp.z());
- return vec3({i * tmp(0,0), i * tmp(1,0), i * tmp(2,0)});
+ return vec3({i * tmp.x(), i * tmp.y(), i * tmp.z()});
}
void GLWidget::project_quad_texture() {
@@ -118,9 +118,9 @@ void GLWidget::project_quad_texture() {
};
for (int i = 0; i < 4; i++) {
- pt[i] = project(vec3({corners[i](0,0) - sx/2., corners[i](1,0) - sy/2., 0}));
- pt[i](0, 0) += sx/2.;
- pt[i](1, 0) += sy/2.;
+ pt[i] = project(vec3({corners[i].x() - sx/2., corners[i].y() - sy/2., 0}));
+ pt[i].x() += sx/2.;
+ pt[i].y() += sy/2.;
}
vec3 normal1({0, 0, 1});
@@ -132,7 +132,7 @@ void GLWidget::project_quad_texture() {
normal2 = normal(foo[0], foo[1], foo[2]);
}
- double dir = normal1(0,0) * normal2(0,0) + normal1(1,0) * normal2(1,0) + normal1(2,0) * normal2(2,0);
+ double dir = normal1.x() * normal2.x() + normal1.y() * normal2.y() + normal1.z() * normal2.z();
QImage& tex = dir < 0 ? back : front;
@@ -141,7 +141,7 @@ void GLWidget::project_quad_texture() {
vec2 p2[4];
for (int i = 0; i < 4; i++)
- p2[i] = vec2({pt[i](0,0), pt[i](1,0)});
+ p2[i] = vec2({pt[i].x(), pt[i].y()});
QImage texture(QSize(sx, sy), QImage::Format_RGB888);
QColor bgColor = palette().color(QPalette::Current, QPalette::Window);
texture.fill(bgColor);
@@ -176,12 +176,12 @@ void GLWidget::project_quad_texture() {
vec2 coords;
if (triangles[i].barycentric_coords(pos, coords))
{
- int px = origs[i][0](0,0)
- + coords(0,0) * (origs[i][2](0,0) - origs[i][0](0,0))
- + coords(1,0) * (origs[i][1](0,0) - origs[i][0](0,0));
- int py = origs[i][0](1,0)
- + coords(0,0) * (origs[i][2](1,0) - origs[i][0](1,0))
- + coords(1,0) * (origs[i][1](1,0) - origs[i][0](1,0));
+ int px = origs[i][0].x()
+ + coords.x() * (origs[i][2].x() - origs[i][0].x())
+ + coords.y() * (origs[i][1].x() - origs[i][0].x());
+ int py = origs[i][0].y()
+ + coords.x() * (origs[i][2].y() - origs[i][0].y())
+ + coords.y() * (origs[i][1].y() - origs[i][0].y());
int r = orig[py * orig_pitch + px * orig_depth + 2];
int g = orig[py * orig_pitch + px * orig_depth + 1];
int b = orig[py * orig_pitch + px * orig_depth + 0];
@@ -200,15 +200,15 @@ void GLWidget::project_quad_texture() {
vec2 GLWidget::project(const vec3 &point)
{
vec3 ret = rotation * point;
- double z = std::max(.75, 1. + translation(2,0)/-60.);
+ double z = std::max(.75, 1. + translation.z()/-60.);
int w = width(), h = height();
- double x = w * translation(0, 0) / 2. / -40.;
+ double x = w * translation.x() / 2. / -40.;
if (abs(x) > w/2)
x = x > 0 ? w/2 : w/-2;
- double y = h * translation(1, 0) / 2. / -40.;
+ double y = h * translation.y() / 2. / -40.;
if (abs(y) > h/2)
y = y > 0 ? h/2 : h/-2;
- return vec2 { z * (ret(0, 0) + x), z * (ret(1, 0) + y) };
+ return vec2 { z * (ret.x() + x), z * (ret.y() + y) };
}
vec3 GLWidget::project2(const vec3 &point)