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Diffstat (limited to 'pose-widget')
-rwxr-xr-xpose-widget/glwidget.cpp40
1 files changed, 18 insertions, 22 deletions
diff --git a/pose-widget/glwidget.cpp b/pose-widget/glwidget.cpp
index 6c04c4e6..334c845b 100755
--- a/pose-widget/glwidget.cpp
+++ b/pose-widget/glwidget.cpp
@@ -45,14 +45,10 @@ void GLWidget::rotateBy(float xAngle, float yAngle, float zAngle, float x, float
float c3 = cos(zAngle / 57.295781);
float s3 = sin(zAngle / 57.295781);
- float foo[] = {
- c2*c3, -c2*s3, s2,
- c1*s3+c3*s1*s2, c1*c3-s1*s2*s3, -c2*s1,
- s1*s3-c1*c3*s2, c3*s1+c1*s2*s3, c1*c2,
- };
-
- rotation = rmat(foo);
- translation = vec3({x, y, z});
+ rotation = rmat(c2*c3, -c2*s3, s2,
+ c1*s3+c3*s1*s2, c1*c3-s1*s2*s3, -c2*s1,
+ s1*s3-c1*c3*s2, c3*s1+c1*s2*s3, c1*c2);
+ translation = vec3(x, y, z);
update();
}
@@ -68,8 +64,8 @@ public:
const vec2& p3)
{
origin = p1;
- v0 = vec2({ p3.x() - p1.x(), p3.y() - p1.y() });
- v1 = vec2({ p2.x() - p1.x(), p2.y() - p1.y() });
+ v0 = vec2(p3.x() - p1.x(), p3.y() - p1.y());
+ v1 = vec2(p2.x() - p1.x(), p2.y() - p1.y());
dot00 = v0.dot(v0);
dot01 = v0.dot(v1);
dot11 = v1.dot(v1);
@@ -82,7 +78,7 @@ public:
const num dot02 = v0.dot(v2);
const num u = (dot11 * dot02 - dot01 * dot12) * invDenom;
const num v = (dot00 * dot12 - dot01 * dot02) * invDenom;
- uv = vec2({u, v});
+ uv = vec2(u, v);
return (u >= 0) && (v >= 0) && (u + v <= 1);
}
@@ -107,19 +103,19 @@ void GLWidget::project_quad_texture() {
const int sx = width(), sy = height();
vec2 pt[4];
const vec3 corners[] = {
- vec3({0., 0, 0}),
- vec3({sx-1, 0, 0}),
- vec3({0, sy-1, 0}),
- vec3({sx-1, sy-1, 0.})
+ vec3(0., 0, 0),
+ vec3(sx-1, 0, 0),
+ vec3(0, sy-1, 0),
+ vec3(sx-1, sy-1, 0.)
};
for (int i = 0; i < 4; i++) {
- pt[i] = project(vec3({corners[i].x() - sx/2, corners[i].y() - sy/2, 0}));
+ 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});
+ vec3 normal1(0, 0, 1);
vec3 normal2;
{
vec3 foo[3];
@@ -137,15 +133,15 @@ void GLWidget::project_quad_texture() {
vec2 p2[4];
for (int i = 0; i < 4; i++)
- p2[i] = vec2({pt[i].x(), pt[i].y()});
+ 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);
const vec2 projected[2][3] = { { p2[0], p2[1], p2[2] }, { p2[3], p2[1], p2[2] } };
const vec2 origs[2][3] = {
- { vec2({0, 0}), vec2({ow-1, 0}), vec2({0, oh-1}) },
- { vec2({ow-1, oh-1}), vec2({ow-1, 0}), vec2({0, oh-1}) }
+ { vec2(0, 0), vec2(ow-1, 0), vec2(0, oh-1) },
+ { vec2(ow-1, oh-1), vec2(ow-1, 0), vec2(0, oh-1) }
};
const Triangle triangles[2] = {
Triangle(projected[0][0], projected[0][1], projected[0][2]),
@@ -167,7 +163,7 @@ void GLWidget::project_quad_texture() {
for (int y = 0; y < sy; y++)
for (int x = 0; x < sx; x++) {
- vec2 pos({x, y});
+ vec2 pos(x, y);
for (int i = 0; i < 2; i++) {
vec2 uv;
if (triangles[i].barycentric_coords(pos, uv))
@@ -205,7 +201,7 @@ GLWidget::vec2 GLWidget::project(const vec3 &point)
num y = h * translation.y() / 2 / -40;
if (std::abs(y) > h/2)
y = y > 0 ? h/2 : h/-2;
- return vec2 { z * (ret.x() + x), z * (ret.y() + y) };
+ return vec2(z * (ret.x() + x), z * (ret.y() + y));
}
GLWidget::vec3 GLWidget::project2(const vec3 &point)