use ClutterVertex to pass parameters into clutter_actor_apply_transform_to_point()

This commit is contained in:
Tomas Frydrych 2007-07-02 09:21:58 +00:00
parent 741382567a
commit b9e486f587
4 changed files with 43 additions and 43 deletions

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@ -1,3 +1,11 @@
2007-07-02 Tomas Frydrych <tf@openedhand.com>
* clutter/clutter-actor.h:
* clutter/clutter-actor.c:
* tests/test-project.c:
(clutter_actor_apply_transform_to_point):
Use ClutterVertex for input and output parameters.
2007-07-01 Emmanuele Bassi <ebassi@openedhand.com> 2007-07-01 Emmanuele Bassi <ebassi@openedhand.com>
Merge from clutter.git/work branch Merge from clutter.git/work branch

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@ -383,26 +383,18 @@ clutter_actor_transform_point (ClutterActor *actor,
/** /**
* clutter_actor_apply_transform_to_point: * clutter_actor_apply_transform_to_point:
* @self: A #ClutterActor * @self: A #ClutterActor
* @x: x coordinance of the point to project * @point: A point as #ClutterVertex
* @y: y coordinance of the point to project * @vertex: The translated #ClutterVertex
* @z: z coordinance of the point to project
* @x2: projected x coordinance
* @y2: projected y coordinance
* @z2: projected z coordinance
* *
* Transforms point (x, y, z) in coordinates relative to the actor * Transforms point in coordinates relative to the actor
* into screen coordiances (x2, y2, z2) * into screen coordiances
* *
* Since: 0.4 * Since: 0.4
**/ **/
void void
clutter_actor_apply_transform_to_point (ClutterActor *self, clutter_actor_apply_transform_to_point (ClutterActor *self,
ClutterUnit x, ClutterVertex *point,
ClutterUnit y, ClutterVertex *vertex)
ClutterUnit z,
ClutterUnit *x2,
ClutterUnit *y2,
ClutterUnit *z2)
{ {
ClutterFixed mtx_p[16]; ClutterFixed mtx_p[16];
ClutterFixed v[4]; ClutterFixed v[4];
@ -411,18 +403,18 @@ clutter_actor_apply_transform_to_point (ClutterActor *self,
g_return_if_fail (CLUTTER_IS_ACTOR (self)); g_return_if_fail (CLUTTER_IS_ACTOR (self));
/* First we tranform the point using the OpenGL modelview matrix */ /* First we tranform the point using the OpenGL modelview matrix */
clutter_actor_transform_point (self, &x, &y, &z, &w); clutter_actor_transform_point (self, &point->x, &point->y, &point->z, &w);
cogl_get_projection_matrix (mtx_p); cogl_get_projection_matrix (mtx_p);
cogl_get_viewport (v); cogl_get_viewport (v);
/* Now, transform it again with the projection matrix */ /* Now, transform it again with the projection matrix */
mtx_transform (mtx_p, &x, &y, &z, &w); mtx_transform (mtx_p, &point->x, &point->y, &point->z, &w);
/* Finaly translate from OpenGL coords to window coords */ /* Finaly translate from OpenGL coords to window coords */
*x2 = MTX_GL_SCALE_X(x,w,v[2],v[0]); vertex->x = MTX_GL_SCALE_X(point->x,w,v[2],v[0]);
*y2 = MTX_GL_SCALE_Y(y,w,v[3],v[1]); vertex->y = MTX_GL_SCALE_Y(point->y,w,v[3],v[1]);
*z2 = MTX_GL_SCALE_Z(z,w,v[2],v[0]); vertex->z = MTX_GL_SCALE_Z(point->z,w,v[2],v[0]);
} }
/* Recursively tranform supplied vertices with the tranform for the current /* Recursively tranform supplied vertices with the tranform for the current
@ -1434,10 +1426,14 @@ clutter_actor_get_abs_position_units (ClutterActor *self,
gint32 *x, gint32 *x,
gint32 *y) gint32 *y)
{ {
ClutterUnit zu; ClutterVertex v1;
ClutterVertex v2;
*x = *y = 0; v1.x = v1.y = v1.z = 0;
clutter_actor_apply_transform_to_point (self, 0, 0, 0, x, y, &zu); clutter_actor_apply_transform_to_point (self, &v1, &v2);
*x = v2.x;
*y = v2.y;
} }
/** /**

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@ -345,12 +345,8 @@ void clutter_actor_get_vertices (ClutterActor
ClutterVertex verts[4]); ClutterVertex verts[4]);
void clutter_actor_apply_transform_to_point (ClutterActor *actor, void clutter_actor_apply_transform_to_point (ClutterActor *actor,
ClutterUnit x, ClutterVertex *point,
ClutterUnit y, ClutterVertex *vertex);
ClutterUnit z,
ClutterUnit *x2,
ClutterUnit *y2,
ClutterUnit *z2);
G_END_DECLS G_END_DECLS

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@ -10,7 +10,7 @@ init_handles ()
{ {
gint i; gint i;
ClutterVertex v[4]; ClutterVertex v[4];
ClutterFixed xp, yp, zp; ClutterVertex v1, v2;
ClutterColor blue = { 0, 0, 0xff, 0xff }; ClutterColor blue = { 0, 0, 0xff, 0xff };
clutter_actor_get_vertices (rect, v); clutter_actor_get_vertices (rect, v);
@ -32,19 +32,19 @@ init_handles ()
clutter_actor_show (p[i]); clutter_actor_show (p[i]);
} }
xp = CLUTTER_INT_TO_FIXED (clutter_actor_get_width (rect)/2); v1.x = CLUTTER_INT_TO_FIXED (clutter_actor_get_width (rect)/2);
yp = CLUTTER_INT_TO_FIXED (clutter_actor_get_height (rect)/2); v1.y = CLUTTER_INT_TO_FIXED (clutter_actor_get_height (rect)/2);
zp = 0; v1.z = 0;
clutter_actor_apply_transform_to_point (rect, xp, yp, zp, &xp, &yp, &zp); clutter_actor_apply_transform_to_point (rect, &v1, &v2);
p[4] = clutter_rectangle_new_with_color (&blue); p[4] = clutter_rectangle_new_with_color (&blue);
clutter_actor_set_size (p[4], 5, 5); clutter_actor_set_size (p[4], 5, 5);
clutter_actor_set_position (p[4], 0, 0); clutter_actor_set_position (p[4], 0, 0);
clutter_group_add (CLUTTER_GROUP(stage), p[4]); clutter_group_add (CLUTTER_GROUP(stage), p[4]);
clutter_actor_set_position (p[4], clutter_actor_set_position (p[4],
CLUTTER_FIXED_INT (xp) - CLUTTER_FIXED_INT (v2.x) -
clutter_actor_get_width (p[4])/2, clutter_actor_get_width (p[4])/2,
CLUTTER_FIXED_INT (yp) - CLUTTER_FIXED_INT (v2.y) -
clutter_actor_get_height (p[4])/2); clutter_actor_get_height (p[4])/2);
clutter_actor_raise_top (p[4]); clutter_actor_raise_top (p[4]);
@ -57,7 +57,7 @@ place_handles ()
{ {
gint i; gint i;
ClutterVertex v[4]; ClutterVertex v[4];
ClutterFixed xp, yp, zp; ClutterVertex v1, v2;
ClutterColor blue = { 0, 0, 0xff, 0xff }; ClutterColor blue = { 0, 0, 0xff, 0xff };
clutter_actor_get_vertices (rect, v); clutter_actor_get_vertices (rect, v);
@ -70,15 +70,15 @@ place_handles ()
clutter_actor_get_height (p[i])/2); clutter_actor_get_height (p[i])/2);
} }
xp = CLUTTER_INT_TO_FIXED (clutter_actor_get_width (rect)/2); v1.x = CLUTTER_INT_TO_FIXED (clutter_actor_get_width (rect)/2);
yp = CLUTTER_INT_TO_FIXED (clutter_actor_get_height (rect)/2); v1.y = CLUTTER_INT_TO_FIXED (clutter_actor_get_height (rect)/2);
zp = 0; v1.z = 0;
clutter_actor_apply_transform_to_point (rect, xp, yp, zp, &xp, &yp, &zp); clutter_actor_apply_transform_to_point (rect, &v1, &v2);
clutter_actor_set_position (p[4], clutter_actor_set_position (p[4],
CLUTTER_FIXED_INT (xp) - CLUTTER_FIXED_INT (v2.x) -
clutter_actor_get_width (p[4])/2, clutter_actor_get_width (p[4])/2,
CLUTTER_FIXED_INT (yp) - CLUTTER_FIXED_INT (v2.y) -
clutter_actor_get_height (p[4])/2); clutter_actor_get_height (p[4])/2);
} }