clutter_actor_project_point(): separated input from output parameters
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@ -1,3 +1,11 @@
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2007-06-27 Tomas Frydrych <tf@openedhand.com>
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* clutter/clutter-actor.h:
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* clutter/clutter-actor.c:
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* tests/test-project.c:
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(clutter_actor_project_point):
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Separated input from output parameters.
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2007-06-27 Matthew Allum <mallum@openedhand.com>
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* Makefile.am:
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@ -383,20 +383,26 @@ clutter_actor_transform_point (ClutterActor *actor,
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/**
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* clutter_actor_project_point:
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* @self: A #ClutterActor
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* @x: in/out X
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* @y: in/out Y
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* @z: in
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* @x: x coordinance of the point to project
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* @y: y coordinance of the point to project
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* @z: z coordinance of the point to project
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* @x2: projected x coordinance
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* @y2: projected y coordinance
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* @z2: projected z coordinance
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*
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* Transforms point [x,y,z] in coordinance relative to the actor
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* into screen coordiances [x,y]
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* into screen coordiances [x2,y2,z2]
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*
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* Since: 0.4
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**/
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void
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clutter_actor_project_point (ClutterActor *self,
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ClutterUnit *x,
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ClutterUnit *y,
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ClutterUnit *z)
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ClutterUnit x,
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ClutterUnit y,
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ClutterUnit z,
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ClutterUnit *x2,
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ClutterUnit *y2,
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ClutterUnit *z2)
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{
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ClutterFixed mtx_p[16];
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ClutterFixed v[4];
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@ -405,18 +411,18 @@ clutter_actor_project_point (ClutterActor *self,
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g_return_if_fail (CLUTTER_IS_ACTOR (self));
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/* First we tranform the point using the OpenGL modelview matrix */
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clutter_actor_transform_point (self, x, y, z, &w);
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clutter_actor_transform_point (self, &x, &y, &z, &w);
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cogl_get_projection_matrix (mtx_p);
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cogl_get_viewport (v);
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/* Now, transform it again with the projection matrix */
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mtx_transform (mtx_p, x, y, z, &w);
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mtx_transform (mtx_p, &x, &y, &z, &w);
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/* Finaly translate from OpenGL coords to window coords */
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*x = MTX_GL_SCALE_X(*x,w,v[2],v[0]);
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*y = MTX_GL_SCALE_Y(*y,w,v[3],v[1]);
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*z = MTX_GL_SCALE_Z(*z,w,v[2],v[0]);
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*x2 = MTX_GL_SCALE_X(x,w,v[2],v[0]);
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*y2 = MTX_GL_SCALE_Y(y,w,v[3],v[1]);
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*z2 = MTX_GL_SCALE_Z(z,w,v[2],v[0]);
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}
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/* Recursively tranform supplied vertices with the tranform for the current
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@ -499,8 +505,13 @@ clutter_actor_transform_vertices (ClutterActor * self,
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* store the result.
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*
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* Calculates the tranformed screen coordinaces of the four corners of
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* the actor; the returned corners are in the following order:
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* bottomleft, bottomright, topright, topleft.
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* the actor; the returned vertices relate to the ClutterActoBox
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* coordinances as follows:
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*
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* v[0] ~ <x1,y1>
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* v[1] ~ <x2,y1>
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* v[2] ~ <x1,y2>
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* v[3] ~ <x2,y2>.
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*
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* Since: 0.4
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**/
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@ -1423,10 +1434,10 @@ clutter_actor_get_abs_position_units (ClutterActor *self,
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gint32 *x,
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gint32 *y)
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{
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ClutterUnit zu = 0;
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ClutterUnit zu;
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*x = *y = 0;
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clutter_actor_project_point (self, x, y, &zu);
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clutter_actor_project_point (self, 0, 0, 0, x, y, &zu);
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}
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/**
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@ -298,9 +298,12 @@ void clutter_actor_project_vertices (ClutterActor *sel
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ClutterVertex verts[4]);
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void clutter_actor_project_point (ClutterActor *actor,
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ClutterUnit *x,
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ClutterUnit *y,
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ClutterUnit *z);
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ClutterUnit x,
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ClutterUnit y,
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ClutterUnit z,
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ClutterUnit *x2,
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ClutterUnit *y2,
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ClutterUnit *z2);
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G_END_DECLS
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@ -36,7 +36,7 @@ init_handles ()
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yp = CLUTTER_INT_TO_FIXED (clutter_actor_get_height (rect)/2);
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zp = 0;
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clutter_actor_project_point (rect, &xp, &yp, &zp);
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clutter_actor_project_point (rect, xp, yp, zp, &xp, &yp, &zp);
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p[4] = clutter_rectangle_new_with_color (&blue);
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clutter_actor_set_size (p[4], 5, 5);
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clutter_actor_set_position (p[4], 0, 0);
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@ -74,7 +74,7 @@ place_handles ()
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yp = CLUTTER_INT_TO_FIXED (clutter_actor_get_height (rect)/2);
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zp = 0;
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clutter_actor_project_point (rect, &xp, &yp, &zp);
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clutter_actor_project_point (rect, xp, yp, zp, &xp, &yp, &zp);
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clutter_actor_set_position (p[4],
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CLUTTER_FIXED_INT (xp) -
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clutter_actor_get_width (p[4])/2,
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