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C++ zero_v3函数代码示例

本文整理汇总了C++中zero_v3函数的典型用法代码示例。如果您正苦于以下问题:C++ zero_v3函数的具体用法?C++ zero_v3怎么用?C++ zero_v3使用的例子?那么, 这里精选的函数代码示例或许可以为您提供帮助。


在下文中一共展示了zero_v3函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: apply_objects_internal


//.........这里部分代码省略.........
			ED_armature_apply_transform(ob, mat);
		}
		else if (ob->type == OB_LATTICE) {
			Lattice *lt = ob->data;

			BKE_lattice_transform(lt, mat, true);
		}
		else if (ob->type == OB_MBALL) {
			MetaBall *mb = ob->data;
			BKE_mball_transform(mb, mat);
		}
		else if (ELEM(ob->type, OB_CURVE, OB_SURF)) {
			Curve *cu = ob->data;
			scale = mat3_to_scale(rsmat);
			BKE_curve_transform_ex(cu, mat, true, scale);
		}
		else if (ob->type == OB_FONT) {
			Curve *cu = ob->data;
			int i;

			scale = mat3_to_scale(rsmat);

			for (i = 0; i < cu->totbox; i++) {
				TextBox *tb = &cu->tb[i];
				tb->x *= scale;
				tb->y *= scale;
				tb->w *= scale;
				tb->h *= scale;
			}

			cu->fsize *= scale;
		}
		else if (ob->type == OB_CAMERA) {
			MovieClip *clip = BKE_object_movieclip_get(scene, ob, false);

			/* applying scale on camera actually scales clip's reconstruction.
			 * of there's clip assigned to camera nothing to do actually.
			 */
			if (!clip)
				continue;

			if (apply_scale)
				BKE_tracking_reconstruction_scale(&clip->tracking, ob->size);
		}
		else if (ob->type == OB_EMPTY) {
			/* It's possible for empties too, even though they don't 
			 * really have obdata, since we can simply apply the maximum
			 * scaling to the empty's drawsize.
			 *
			 * Core Assumptions:
			 * 1) Most scaled empties have uniform scaling 
			 *    (i.e. for visibility reasons), AND/OR
			 * 2) Preserving non-uniform scaling is not that important,
			 *    and is something that many users would be willing to
			 *    sacrifice for having an easy way to do this.
			 */

			if ((apply_loc == false) &&
			    (apply_rot == false) &&
			    (apply_scale == true))
			{
				float max_scale = max_fff(fabsf(ob->size[0]), fabsf(ob->size[1]), fabsf(ob->size[2]));
				ob->empty_drawsize *= max_scale;
			}
		}
		else {
			continue;
		}

		if (apply_loc)
			zero_v3(ob->loc);
		if (apply_scale)
			ob->size[0] = ob->size[1] = ob->size[2] = 1.0f;
		if (apply_rot) {
			zero_v3(ob->rot);
			unit_qt(ob->quat);
			unit_axis_angle(ob->rotAxis, &ob->rotAngle);
		}

		BKE_object_where_is_calc(scene, ob);
		if (ob->type == OB_ARMATURE) {
			BKE_pose_where_is(scene, ob); /* needed for bone parents */
		}

		ignore_parent_tx(bmain, scene, ob);

		DAG_id_tag_update(&ob->id, OB_RECALC_OB | OB_RECALC_DATA);

		changed = true;
	}
	CTX_DATA_END;

	if (!changed) {
		BKE_report(reports, RPT_WARNING, "Objects have no data to transform");
		return OPERATOR_CANCELLED;
	}

	WM_event_add_notifier(C, NC_OBJECT | ND_TRANSFORM, NULL);
	return OPERATOR_FINISHED;
}
开发者ID:flair2005,项目名称:mechanical-blender,代码行数:101,代码来源:object_transform.c

示例2: make_duplis_font

static void make_duplis_font(const DupliContext *ctx)
{
	Object *par = ctx->object;
	GHash *family_gh;
	Object *ob;
	Curve *cu;
	struct CharTrans *ct, *chartransdata = NULL;
	float vec[3], obmat[4][4], pmat[4][4], fsize, xof, yof;
	int text_len, a;
	size_t family_len;
	const wchar_t *text = NULL;
	bool text_free = false;

	/* font dupliverts not supported inside groups */
	if (ctx->group)
		return;

	copy_m4_m4(pmat, par->obmat);

	/* in par the family name is stored, use this to find the other objects */

	BKE_vfont_to_curve_ex(G.main, par, FO_DUPLI, NULL,
	                      &text, &text_len, &text_free, &chartransdata);

	if (text == NULL || chartransdata == NULL) {
		return;
	}

	cu = par->data;
	fsize = cu->fsize;
	xof = cu->xof;
	yof = cu->yof;

	ct = chartransdata;

	/* cache result */
	family_len = strlen(cu->family);
	family_gh = BLI_ghash_int_new_ex(__func__, 256);

	/* advance matching BLI_strncpy_wchar_from_utf8 */
	for (a = 0; a < text_len; a++, ct++) {

		ob = find_family_object(cu->family, family_len, (unsigned int)text[a], family_gh);
		if (ob) {
			vec[0] = fsize * (ct->xof - xof);
			vec[1] = fsize * (ct->yof - yof);
			vec[2] = 0.0;

			mul_m4_v3(pmat, vec);

			copy_m4_m4(obmat, par->obmat);

			if (UNLIKELY(ct->rot != 0.0f)) {
				float rmat[4][4];

				zero_v3(obmat[3]);
				unit_m4(rmat);
				rotate_m4(rmat, 'Z', -ct->rot);
				mul_m4_m4m4(obmat, obmat, rmat);
			}

			copy_v3_v3(obmat[3], vec);

			make_dupli(ctx, ob, obmat, a, false, false);
		}
	}

	if (text_free) {
		MEM_freeN((void *)text);
	}

	BLI_ghash_free(family_gh, NULL, NULL);

	MEM_freeN(chartransdata);
}
开发者ID:DrangPo,项目名称:blender,代码行数:75,代码来源:object_dupli.c

示例3: cloth_calc_spring_force

BLI_INLINE void cloth_calc_spring_force(ClothModifierData *clmd, ClothSpring *s, float time)
{
	Cloth *cloth = clmd->clothObject;
	ClothSimSettings *parms = clmd->sim_parms;
	Implicit_Data *data = cloth->implicit;
	ClothVertex *verts = cloth->verts;
	
	bool no_compress = parms->flags & CLOTH_SIMSETTINGS_FLAG_NO_SPRING_COMPRESS;
	
	zero_v3(s->f);
	zero_m3(s->dfdx);
	zero_m3(s->dfdv);
	
	s->flags &= ~CLOTH_SPRING_FLAG_NEEDED;
	
	// calculate force of structural + shear springs
	if ((s->type & CLOTH_SPRING_TYPE_STRUCTURAL) || (s->type & CLOTH_SPRING_TYPE_SHEAR) || (s->type & CLOTH_SPRING_TYPE_SEWING) ) {
#ifdef CLOTH_FORCE_SPRING_STRUCTURAL
		float k, scaling;
		
		s->flags |= CLOTH_SPRING_FLAG_NEEDED;
		
		scaling = parms->structural + s->stiffness * fabsf(parms->max_struct - parms->structural);
		k = scaling / (parms->avg_spring_len + FLT_EPSILON);
		
		if (s->type & CLOTH_SPRING_TYPE_SEWING) {
			// TODO: verify, half verified (couldn't see error)
			// sewing springs usually have a large distance at first so clamp the force so we don't get tunnelling through colission objects
			BPH_mass_spring_force_spring_linear(data, s->ij, s->kl, s->restlen, k, parms->Cdis, no_compress, parms->max_sewing, s->f, s->dfdx, s->dfdv);
		}
		else {
			BPH_mass_spring_force_spring_linear(data, s->ij, s->kl, s->restlen, k, parms->Cdis, no_compress, 0.0f, s->f, s->dfdx, s->dfdv);
		}
#endif
	}
	else if (s->type & CLOTH_SPRING_TYPE_GOAL) {
#ifdef CLOTH_FORCE_SPRING_GOAL
		float goal_x[3], goal_v[3];
		float k, scaling;
		
		s->flags |= CLOTH_SPRING_FLAG_NEEDED;
		
		// current_position = xold + t * (newposition - xold)
		/* divide by time_scale to prevent goal vertices' delta locations from being multiplied */
		interp_v3_v3v3(goal_x, verts[s->ij].xold, verts[s->ij].xconst, time / parms->time_scale);
		sub_v3_v3v3(goal_v, verts[s->ij].xconst, verts[s->ij].xold); // distance covered over dt==1
		
		scaling = parms->goalspring + s->stiffness * fabsf(parms->max_struct - parms->goalspring);
		k = verts[s->ij].goal * scaling / (parms->avg_spring_len + FLT_EPSILON);
		
		BPH_mass_spring_force_spring_goal(data, s->ij, goal_x, goal_v, k, parms->goalfrict * 0.01f, s->f, s->dfdx, s->dfdv);
#endif
	}
	else if (s->type & CLOTH_SPRING_TYPE_BENDING) {  /* calculate force of bending springs */
#ifdef CLOTH_FORCE_SPRING_BEND
		float kb, cb, scaling;
		
		s->flags |= CLOTH_SPRING_FLAG_NEEDED;
		
		scaling = parms->bending + s->stiffness * fabsf(parms->max_bend - parms->bending);
		kb = scaling / (20.0f * (parms->avg_spring_len + FLT_EPSILON));
		
		// Fix for [#45084] for cloth stiffness must have cb proportional to kb
		cb = kb * parms->bending_damping;
		
		BPH_mass_spring_force_spring_bending(data, s->ij, s->kl, s->restlen, kb, cb, s->f, s->dfdx, s->dfdv);
#endif
	}
	else if (s->type & CLOTH_SPRING_TYPE_BENDING_ANG) {
#ifdef CLOTH_FORCE_SPRING_BEND
		float kb, cb, scaling;
		
		s->flags |= CLOTH_SPRING_FLAG_NEEDED;
		
		/* XXX WARNING: angular bending springs for hair apply stiffness factor as an overall factor, unlike cloth springs!
		 * this is crap, but needed due to cloth/hair mixing ...
		 * max_bend factor is not even used for hair, so ...
		 */
		scaling = s->stiffness * parms->bending;
		kb = scaling / (20.0f * (parms->avg_spring_len + FLT_EPSILON));
		
		// Fix for [#45084] for cloth stiffness must have cb proportional to kb
		cb = kb * parms->bending_damping;
		
		/* XXX assuming same restlen for ij and jk segments here, this can be done correctly for hair later */
		BPH_mass_spring_force_spring_bending_angular(data, s->ij, s->kl, s->mn, s->target, kb, cb);
		
#if 0
		{
			float x_kl[3], x_mn[3], v[3], d[3];
			
			BPH_mass_spring_get_motion_state(data, s->kl, x_kl, v);
			BPH_mass_spring_get_motion_state(data, s->mn, x_mn, v);
			
			BKE_sim_debug_data_add_dot(clmd->debug_data, x_kl, 0.9, 0.9, 0.9, "target", 7980, s->kl);
			BKE_sim_debug_data_add_line(clmd->debug_data, x_kl, x_mn, 0.8, 0.8, 0.8, "target", 7981, s->kl);
			
			copy_v3_v3(d, s->target);
			BKE_sim_debug_data_add_vector(clmd->debug_data, x_kl, d, 0.8, 0.8, 0.2, "target", 7982, s->kl);
			
//.........这里部分代码省略.........
开发者ID:diekev,项目名称:blender,代码行数:101,代码来源:BPH_mass_spring.cpp

示例4: distribute_grid

static void distribute_grid(DerivedMesh *dm, ParticleSystem *psys)
{
	ParticleData *pa=NULL;
	float min[3], max[3], delta[3], d;
	MVert *mv, *mvert = dm->getVertDataArray(dm,0);
	int totvert=dm->getNumVerts(dm), from=psys->part->from;
	int i, j, k, p, res=psys->part->grid_res, size[3], axis;

	/* find bounding box of dm */
	if (totvert > 0) {
		mv=mvert;
		copy_v3_v3(min, mv->co);
		copy_v3_v3(max, mv->co);
		mv++;
		for (i = 1; i < totvert; i++, mv++) {
			minmax_v3v3_v3(min, max, mv->co);
		}
	}
	else {
		zero_v3(min);
		zero_v3(max);
	}

	sub_v3_v3v3(delta, max, min);

	/* determine major axis */
	axis = axis_dominant_v3_single(delta);

	d = delta[axis]/(float)res;

	size[axis] = res;
	size[(axis+1)%3] = (int)ceil(delta[(axis+1)%3]/d);
	size[(axis+2)%3] = (int)ceil(delta[(axis+2)%3]/d);

	/* float errors grrr.. */
	size[(axis+1)%3] = MIN2(size[(axis+1)%3],res);
	size[(axis+2)%3] = MIN2(size[(axis+2)%3],res);

	size[0] = MAX2(size[0], 1);
	size[1] = MAX2(size[1], 1);
	size[2] = MAX2(size[2], 1);

	/* no full offset for flat/thin objects */
	min[0]+= d < delta[0] ? d/2.f : delta[0]/2.f;
	min[1]+= d < delta[1] ? d/2.f : delta[1]/2.f;
	min[2]+= d < delta[2] ? d/2.f : delta[2]/2.f;

	for (i=0,p=0,pa=psys->particles; i<res; i++) {
		for (j=0; j<res; j++) {
			for (k=0; k<res; k++,p++,pa++) {
				pa->fuv[0] = min[0] + (float)i*d;
				pa->fuv[1] = min[1] + (float)j*d;
				pa->fuv[2] = min[2] + (float)k*d;
				pa->flag |= PARS_UNEXIST;
				pa->hair_index = 0; /* abused in volume calculation */
			}
		}
	}

	/* enable particles near verts/edges/faces/inside surface */
	if (from==PART_FROM_VERT) {
		float vec[3];

		pa=psys->particles;

		min[0] -= d/2.0f;
		min[1] -= d/2.0f;
		min[2] -= d/2.0f;

		for (i=0,mv=mvert; i<totvert; i++,mv++) {
			sub_v3_v3v3(vec,mv->co,min);
			vec[0]/=delta[0];
			vec[1]/=delta[1];
			vec[2]/=delta[2];
			pa[((int)(vec[0] * (size[0] - 1))  * res +
			    (int)(vec[1] * (size[1] - 1))) * res +
			    (int)(vec[2] * (size[2] - 1))].flag &= ~PARS_UNEXIST;
		}
	}
	else if (ELEM(from,PART_FROM_FACE,PART_FROM_VOLUME)) {
		float co1[3], co2[3];

		MFace *mface= NULL, *mface_array;
		float v1[3], v2[3], v3[3], v4[4], lambda;
		int a, a1, a2, a0mul, a1mul, a2mul, totface;
		int amax= from==PART_FROM_FACE ? 3 : 1;

		totface=dm->getNumTessFaces(dm);
		mface=mface_array=dm->getTessFaceDataArray(dm,CD_MFACE);

		for (a=0; a<amax; a++) {
			if (a==0) { a0mul=res*res; a1mul=res; a2mul=1; }
			else if (a==1) { a0mul=res; a1mul=1; a2mul=res*res; }
			else { a0mul=1; a1mul=res*res; a2mul=res; }

			for (a1=0; a1<size[(a+1)%3]; a1++) {
				for (a2=0; a2<size[(a+2)%3]; a2++) {
					mface= mface_array;

					pa = psys->particles + a1*a1mul + a2*a2mul;
//.........这里部分代码省略.........
开发者ID:Ichthyostega,项目名称:blender,代码行数:101,代码来源:particle_distribute.c

示例5: BKE_mesh_validate_arrays

int BKE_mesh_validate_arrays(Mesh *mesh,
                             MVert *mverts, unsigned int totvert,
                             MEdge *medges, unsigned int totedge,
                             MFace *mfaces, unsigned int totface,
                             MLoop *mloops, unsigned int totloop,
                             MPoly *mpolys, unsigned int totpoly,
                             MDeformVert *dverts, /* assume totvert length */
                             const bool do_verbose, const bool do_fixes)
{
#   define REMOVE_EDGE_TAG(_me) { _me->v2 = _me->v1; do_edge_free = true; } (void)0
#   define IS_REMOVED_EDGE(_me) (_me->v2 == _me->v1)

#   define REMOVE_LOOP_TAG(_ml) { _ml->e = INVALID_LOOP_EDGE_MARKER; do_polyloop_free = true; } (void)0
#   define REMOVE_POLY_TAG(_mp) { _mp->totloop *= -1; do_polyloop_free = true; } (void)0

	MVert *mv = mverts;
	MEdge *me;
	MLoop *ml;
	MPoly *mp;
	unsigned int i, j;
	int *v;

	bool do_edge_free = false;
	bool do_face_free = false;
	bool do_polyloop_free = false; /* This regroups loops and polys! */

	bool verts_fixed = false;
	bool vert_weights_fixed = false;
	bool msel_fixed = false;

	bool do_edge_recalc = false;

	EdgeHash *edge_hash = BLI_edgehash_new();

	BLI_assert(!(do_fixes && mesh == NULL));

	PRINT("%s: verts(%u), edges(%u), loops(%u), polygons(%u)\n",
	      __func__, totvert, totedge, totloop, totpoly);

	if (totedge == 0 && totpoly != 0) {
		PRINT("\tLogical error, %u polygons and 0 edges\n", totpoly);
		do_edge_recalc = do_fixes;
	}

	for (i = 1; i < totvert; i++, mv++) {
		int fix_normal = TRUE;

		for (j = 0; j < 3; j++) {
			if (!finite(mv->co[j])) {
				PRINT("\tVertex %u: has invalid coordinate\n", i);

				if (do_fixes) {
					zero_v3(mv->co);

					verts_fixed = TRUE;
				}
			}

			if (mv->no[j] != 0)
				fix_normal = FALSE;
		}

		if (fix_normal) {
			PRINT("\tVertex %u: has zero normal, assuming Z-up normal\n", i);
			if (do_fixes) {
				mv->no[2] = SHRT_MAX;
				verts_fixed = TRUE;
			}
		}
	}

	for (i = 0, me = medges; i < totedge; i++, me++) {
		int remove = FALSE;
		if (me->v1 == me->v2) {
			PRINT("\tEdge %u: has matching verts, both %u\n", i, me->v1);
			remove = do_fixes;
		}
		if (me->v1 >= totvert) {
			PRINT("\tEdge %u: v1 index out of range, %u\n", i, me->v1);
			remove = do_fixes;
		}
		if (me->v2 >= totvert) {
			PRINT("\tEdge %u: v2 index out of range, %u\n", i, me->v2);
			remove = do_fixes;
		}

		if (BLI_edgehash_haskey(edge_hash, me->v1, me->v2)) {
			PRINT("\tEdge %u: is a duplicate of %d\n", i,
			      GET_INT_FROM_POINTER(BLI_edgehash_lookup(edge_hash, me->v1, me->v2)));
			remove = do_fixes;
		}

		if (remove == FALSE) {
			BLI_edgehash_insert(edge_hash, me->v1, me->v2, SET_INT_IN_POINTER(i));
		}
		else {
			REMOVE_EDGE_TAG(me);
		}
	}

//.........这里部分代码省略.........
开发者ID:244xiao,项目名称:blender,代码行数:101,代码来源:mesh_validate.c

示例6: ED_armature_origin_set

/* 0 == do center, 1 == center new, 2 == center cursor */
void ED_armature_origin_set(Scene *scene, Object *ob, float cursor[3], int centermode, int around)
{
	Object *obedit = scene->obedit; // XXX get from context
	EditBone *ebone;
	bArmature *arm = ob->data;
	float cent[3];

	/* Put the armature into editmode */
	if (ob != obedit) {
		ED_armature_to_edit(ob);
		obedit = NULL; /* we cant use this so behave as if there is no obedit */
	}

	/* Find the centerpoint */
	if (centermode == 2) {
		copy_v3_v3(cent, cursor);
		invert_m4_m4(ob->imat, ob->obmat);
		mul_m4_v3(ob->imat, cent);
	}
	else {
		if (around == V3D_CENTROID) {
			int total = 0;
			zero_v3(cent);
			for (ebone = arm->edbo->first; ebone; ebone = ebone->next) {
				total += 2;
				add_v3_v3(cent, ebone->head);
				add_v3_v3(cent, ebone->tail);
			}
			if (total) {
				mul_v3_fl(cent, 1.0f / (float)total);
			}
		}
		else {
			float min[3], max[3];
			INIT_MINMAX(min, max);
			for (ebone = arm->edbo->first; ebone; ebone = ebone->next) {
				minmax_v3v3_v3(min, max, ebone->head);
				minmax_v3v3_v3(min, max, ebone->tail);
			}
			mid_v3_v3v3(cent, min, max);
		}
	}
	
	/* Do the adjustments */
	for (ebone = arm->edbo->first; ebone; ebone = ebone->next) {
		sub_v3_v3(ebone->head, cent);
		sub_v3_v3(ebone->tail, cent);
	}
	
	/* Turn the list into an armature */
	if (obedit == NULL) {
		ED_armature_from_edit(ob);
		ED_armature_edit_free(ob);
	}

	/* Adjust object location for new centerpoint */
	if (centermode && obedit == NULL) {
		mul_mat3_m4_v3(ob->obmat, cent); /* ommit translation part */
		add_v3_v3(ob->loc, cent);
	}
}
开发者ID:244xiao,项目名称:blender,代码行数:62,代码来源:armature_edit.c

示例7: BLI_array_alloca


//.........这里部分代码省略.........

			float vec[3] = {0, 1, 0};
			float cross1[3];
			float cross2[3];
			cross_v3_v3v3(cross1, vec, axis_vec);

			mul_v3_m3v3(cross2, mtx3_tx, cross1);
			{
				float c1[3];
				float c2[3];
				float axis_tmp[3];

				cross_v3_v3v3(c1, cross2, axis_vec);
				cross_v3_v3v3(c2, axis_vec, c1);


				angle = angle_v3v3(cross1, c2);

				cross_v3_v3v3(axis_tmp, cross1, c2);
				normalize_v3(axis_tmp);

				if (len_v3v3(axis_tmp, axis_vec) > 1.0f)
					angle = -angle;

			}
		}
#endif
	}
	else {
		/* exis char is used by i_rotate*/
		axis_char = (char)(axis_char + ltmd->axis); /* 'X' + axis */

		/* useful to be able to use the axis vec in some cases still */
		zero_v3(axis_vec);
		axis_vec[ltmd->axis] = 1.0f;
	}

	/* apply the multiplier */
	angle *= (float)ltmd->iter;
	screw_ofs *= (float)ltmd->iter;
	uv_u_scale = 1.0f / (float)(step_tot);

	/* multiplying the steps is a bit tricky, this works best */
	step_tot = ((step_tot + 1) * ltmd->iter) - (ltmd->iter - 1);

	/* will the screw be closed?
	 * Note! smaller then FLT_EPSILON * 100 gives problems with float precision so its never closed. */
	if (fabsf(screw_ofs) <= (FLT_EPSILON * 100.0f) &&
	    fabsf(fabsf(angle) - ((float)M_PI * 2.0f)) <= (FLT_EPSILON * 100.0f))
	{
		close = 1;
		step_tot--;
		if (step_tot < 3) step_tot = 3;
	
		maxVerts = totvert  * step_tot;   /* -1 because we're joining back up */
		maxEdges = (totvert * step_tot) + /* these are the edges between new verts */
		           (totedge * step_tot);  /* -1 because vert edges join */
		maxPolys = totedge * step_tot;

		screw_ofs = 0.0f;
	}
	else {
		close = 0;
		if (step_tot < 3) step_tot = 3;

		maxVerts =  totvert  * step_tot; /* -1 because we're joining back up */
开发者ID:linkedinyou,项目名称:blender-git,代码行数:67,代码来源:MOD_screw.c

示例8: UNUSED


//.........这里部分代码省略.........

            float vec[3] = {0,1,0};
            float cross1[3];
            float cross2[3];
            cross_v3_v3v3(cross1, vec, axis_vec);

            mul_v3_m3v3(cross2, mtx3_tx, cross1);
            {
                float c1[3];
                float c2[3];
                float axis_tmp[3];

                cross_v3_v3v3(c1, cross2, axis_vec);
                cross_v3_v3v3(c2, axis_vec, c1);


                angle= angle_v3v3(cross1, c2);

                cross_v3_v3v3(axis_tmp, cross1, c2);
                normalize_v3(axis_tmp);

                if(len_v3v3(axis_tmp, axis_vec) > 1.0f)
                    angle= -angle;

            }
        }
#endif
    }
    else {
        /* exis char is used by i_rotate*/
        axis_char += ltmd->axis; /* 'X' + axis */

        /* useful to be able to use the axis vec in some cases still */
        zero_v3(axis_vec);
        axis_vec[ltmd->axis]= 1.0f;
    }

    /* apply the multiplier */
    angle *= ltmd->iter;
    screw_ofs *= ltmd->iter;

    /* multiplying the steps is a bit tricky, this works best */
    step_tot = ((step_tot + 1) * ltmd->iter) - (ltmd->iter - 1);

    /* will the screw be closed?
     * Note! smaller then FLT_EPSILON*100 gives problems with float precision so its never closed. */
    if (fabsf(screw_ofs) <= (FLT_EPSILON*100.0f) && fabsf(fabsf(angle) - ((float)M_PI * 2.0f)) <= (FLT_EPSILON*100.0f)) {
        close= 1;
        step_tot--;
        if(step_tot < 3) step_tot= 3;

        maxVerts =	totvert  * step_tot; /* -1 because we're joining back up */
        maxEdges =	(totvert * step_tot) + /* these are the edges between new verts */
                    (totedge * step_tot); /* -1 because vert edges join */
        maxFaces =	totedge * step_tot;

        screw_ofs= 0.0f;
    }
    else {
        close= 0;
        if(step_tot < 3) step_tot= 3;

        maxVerts =	totvert  * step_tot; /* -1 because we're joining back up */
        maxEdges =	(totvert * (step_tot-1)) + /* these are the edges between new verts */
                    (totedge * step_tot); /* -1 because vert edges join */
        maxFaces =	totedge * (step_tot-1);
开发者ID:mik0001,项目名称:Blender,代码行数:67,代码来源:MOD_screw.c

示例9: rna_Object_ray_cast

static void rna_Object_ray_cast(Object *ob,
                                bContext *C,
                                ReportList *reports,
                                float origin[3],
                                float direction[3],
                                float distance,
                                PointerRNA *rnaptr_depsgraph,
                                bool *r_success,
                                float r_location[3],
                                float r_normal[3],
                                int *r_index)
{
  bool success = false;

  if (ob->runtime.mesh_eval == NULL &&
      (ob = eval_object_ensure(ob, C, reports, rnaptr_depsgraph)) == NULL) {
    return;
  }

  /* Test BoundBox first (efficiency) */
  BoundBox *bb = BKE_object_boundbox_get(ob);
  float distmin;
  normalize_v3(
      direction); /* Needed for valid distance check from isect_ray_aabb_v3_simple() call. */
  if (!bb ||
      (isect_ray_aabb_v3_simple(origin, direction, bb->vec[0], bb->vec[6], &distmin, NULL) &&
       distmin <= distance)) {
    BVHTreeFromMesh treeData = {NULL};

    /* No need to managing allocation or freeing of the BVH data.
     * This is generated and freed as needed. */
    BKE_bvhtree_from_mesh_get(&treeData, ob->runtime.mesh_eval, BVHTREE_FROM_LOOPTRI, 4);

    /* may fail if the mesh has no faces, in that case the ray-cast misses */
    if (treeData.tree != NULL) {
      BVHTreeRayHit hit;

      hit.index = -1;
      hit.dist = distance;

      if (BLI_bvhtree_ray_cast(treeData.tree,
                               origin,
                               direction,
                               0.0f,
                               &hit,
                               treeData.raycast_callback,
                               &treeData) != -1) {
        if (hit.dist <= distance) {
          *r_success = success = true;

          copy_v3_v3(r_location, hit.co);
          copy_v3_v3(r_normal, hit.no);
          *r_index = mesh_looptri_to_poly_index(ob->runtime.mesh_eval,
                                                &treeData.looptri[hit.index]);
        }
      }

      free_bvhtree_from_mesh(&treeData);
    }
  }
  if (success == false) {
    *r_success = false;

    zero_v3(r_location);
    zero_v3(r_normal);
    *r_index = -1;
  }
}
开发者ID:dfelinto,项目名称:blender,代码行数:68,代码来源:rna_object_api.c

示例10: pointdensity_cache_psys

static void pointdensity_cache_psys(Render *re, PointDensity *pd, Object *ob, ParticleSystem *psys)
{
	DerivedMesh* dm;
	ParticleKey state;
	ParticleCacheKey *cache;
	ParticleSimulationData sim= {NULL};
	ParticleData *pa=NULL;
	float cfra = BKE_scene_frame_get(re->scene);
	int i /*, childexists*/ /* UNUSED */;
	int total_particles, offset=0;
	int data_used = point_data_used(pd);
	float partco[3];
	float obview[4][4];
	
	/* init everything */
	if (!psys || !ob || !pd) return;

	mul_m4_m4m4(obview, ob->obmat, re->viewinv);
	
	/* Just to create a valid rendering context for particles */
	psys_render_set(ob, psys, re->viewmat, re->winmat, re->winx, re->winy, 0);
	
	dm = mesh_create_derived_render(re->scene, ob, CD_MASK_BAREMESH|CD_MASK_MTFACE|CD_MASK_MCOL);
	
	if ( !psys_check_enabled(ob, psys)) {
		psys_render_restore(ob, psys);
		return;
	}
	
	sim.scene= re->scene;
	sim.ob= ob;
	sim.psys= psys;

	/* in case ob->imat isn't up-to-date */
	invert_m4_m4(ob->imat, ob->obmat);
	
	total_particles = psys->totpart+psys->totchild;
	psys->lattice_deform_data = psys_create_lattice_deform_data(&sim);
	
	pd->point_tree = BLI_bvhtree_new(total_particles, 0.0, 4, 6);
	alloc_point_data(pd, total_particles, data_used);
	pd->totpoints = total_particles;
	if (data_used & POINT_DATA_VEL) offset = pd->totpoints*3;
	
#if 0 /* UNUSED */
	if (psys->totchild > 0 && !(psys->part->draw & PART_DRAW_PARENT))
		childexists = 1;
#endif

	for (i=0, pa=psys->particles; i < total_particles; i++, pa++) {

		if (psys->part->type == PART_HAIR) {
			/* hair particles */
			if (i < psys->totpart && psys->pathcache)
				cache = psys->pathcache[i];
			else if (i >= psys->totpart && psys->childcache)
				cache = psys->childcache[i - psys->totpart];
			else
				continue;

			cache += cache->segments; /* use endpoint */

			copy_v3_v3(state.co, cache->co);
			zero_v3(state.vel);
			state.time = 0.0f;
		}
		else {
			/* emitter particles */
			state.time = cfra;

			if (!psys_get_particle_state(&sim, i, &state, 0))
				continue;

			if (data_used & POINT_DATA_LIFE) {
				if (i < psys->totpart) {
					state.time = (cfra - pa->time)/pa->lifetime;
				}
				else {
					ChildParticle *cpa= (psys->child + i) - psys->totpart;
					float pa_birthtime, pa_dietime;
					
					state.time = psys_get_child_time(psys, cpa, cfra, &pa_birthtime, &pa_dietime);
				}
			}
		}

		copy_v3_v3(partco, state.co);
		
		if (pd->psys_cache_space == TEX_PD_OBJECTSPACE)
			mul_m4_v3(ob->imat, partco);
		else if (pd->psys_cache_space == TEX_PD_OBJECTLOC) {
			sub_v3_v3(partco, ob->loc);
		}
		else {
			/* TEX_PD_WORLDSPACE */
		}
		
		BLI_bvhtree_insert(pd->point_tree, i, partco, 1);
		
		if (data_used & POINT_DATA_VEL) {
//.........这里部分代码省略.........
开发者ID:akonneker,项目名称:blensor,代码行数:101,代码来源:pointdensity.c

示例11: initFlyInfo

static bool initFlyInfo(bContext *C, FlyInfo *fly, wmOperator *op, const wmEvent *event)
{
	wmWindow *win = CTX_wm_window(C);
	rctf viewborder;

	float upvec[3]; /* tmp */
	float mat[3][3];

	fly->rv3d = CTX_wm_region_view3d(C);
	fly->v3d = CTX_wm_view3d(C);
	fly->ar = CTX_wm_region(C);
	fly->scene = CTX_data_scene(C);

#ifdef NDOF_FLY_DEBUG
	puts("\n-- fly begin --");
#endif

	/* sanity check: for rare but possible case (if lib-linking the camera fails) */
	if ((fly->rv3d->persp == RV3D_CAMOB) && (fly->v3d->camera == NULL)) {
		fly->rv3d->persp = RV3D_PERSP;
	}

	if (fly->rv3d->persp == RV3D_CAMOB && ID_IS_LINKED(fly->v3d->camera)) {
		BKE_report(op->reports, RPT_ERROR, "Cannot fly a camera from an external library");
		return false;
	}

	if (ED_view3d_offset_lock_check(fly->v3d, fly->rv3d)) {
		BKE_report(op->reports, RPT_ERROR, "Cannot fly when the view offset is locked");
		return false;
	}

	if (fly->rv3d->persp == RV3D_CAMOB && fly->v3d->camera->constraints.first) {
		BKE_report(op->reports, RPT_ERROR, "Cannot fly an object with constraints");
		return false;
	}

	fly->state = FLY_RUNNING;
	fly->speed = 0.0f;
	fly->axis = 2;
	fly->pan_view = false;
	fly->xlock = FLY_AXISLOCK_STATE_OFF;
	fly->zlock = FLY_AXISLOCK_STATE_OFF;
	fly->xlock_momentum = 0.0f;
	fly->zlock_momentum = 0.0f;
	fly->grid = 1.0f;
	fly->use_precision = false;
	fly->use_freelook = false;

#ifdef NDOF_FLY_DRAW_TOOMUCH
	fly->redraw = 1;
#endif
	zero_v3(fly->dvec_prev);

	fly->timer = WM_event_add_timer(CTX_wm_manager(C), win, TIMER, 0.01f);

	copy_v2_v2_int(fly->mval, event->mval);

#ifdef WITH_INPUT_NDOF
	fly->ndof = NULL;
#endif

	fly->time_lastdraw = fly->time_lastwheel = PIL_check_seconds_timer();

	fly->draw_handle_pixel = ED_region_draw_cb_activate(fly->ar->type, drawFlyPixel, fly, REGION_DRAW_POST_PIXEL);

	fly->rv3d->rflag |= RV3D_NAVIGATING;

	/* detect whether to start with Z locking */
	copy_v3_fl3(upvec, 1.0f, 0.0f, 0.0f);
	copy_m3_m4(mat, fly->rv3d->viewinv);
	mul_m3_v3(mat, upvec);
	if (fabsf(upvec[2]) < 0.1f) {
		fly->zlock = FLY_AXISLOCK_STATE_IDLE;
	}

	fly->v3d_camera_control = ED_view3d_cameracontrol_acquire(
	        fly->scene, fly->v3d, fly->rv3d,
	        (U.uiflag & USER_CAM_LOCK_NO_PARENT) == 0);

	/* calculate center */
	if (fly->scene->camera) {
		ED_view3d_calc_camera_border(fly->scene, fly->ar, fly->v3d, fly->rv3d, &viewborder, false);

		fly->width = BLI_rctf_size_x(&viewborder);
		fly->height = BLI_rctf_size_y(&viewborder);

		fly->center_mval[0] = viewborder.xmin + fly->width / 2;
		fly->center_mval[1] = viewborder.ymin + fly->height / 2;
	}
	else {
		fly->width = fly->ar->winx;
		fly->height = fly->ar->winy;

		fly->center_mval[0] = fly->width / 2;
		fly->center_mval[1] = fly->height / 2;
	}

	/* center the mouse, probably the UI mafia are against this but without its quite annoying */
	WM_cursor_warp(win, fly->ar->winrct.xmin + fly->center_mval[0], fly->ar->winrct.ymin + fly->center_mval[1]);
//.........这里部分代码省略.........
开发者ID:Ichthyostega,项目名称:blender,代码行数:101,代码来源:view3d_fly.c

示例12: recalc_face_normals_find_index

/**
 * \return a face index in \a faces and set \a r_is_flip
 * if the face is flipped away from the center.
 */
static int recalc_face_normals_find_index(BMesh *bm,
                                          BMFace **faces,
                                          const int faces_len,
                                          bool *r_is_flip)
{
  const float eps = FLT_EPSILON;
  float cent_area_accum = 0.0f;
  float cent[3];
  const float cent_fac = 1.0f / (float)faces_len;

  bool is_flip = false;
  int f_start_index;
  int i;

  /** Search for the best loop. Members are compared in-order defined here. */
  struct {
    /**
     * Squared distance from the center to the loops vertex 'l->v'.
     * The normalized direction between the center and this vertex
     * is also used for the dot-products below.
     */
    float dist_sq;
    /**
     * Signed dot product using the normalized edge vector,
     * (best of 'l->prev->v' or 'l->next->v').
     */
    float edge_dot;
    /**
     * Unsigned dot product using the loop-normal
     * (sign is used to check if we need to flip).
     */
    float loop_dot;
  } best, test;

  UNUSED_VARS_NDEBUG(bm);

  zero_v3(cent);

  /* first calculate the center */
  for (i = 0; i < faces_len; i++) {
    float f_cent[3];
    const float f_area = BM_face_calc_area(faces[i]);
    BM_face_calc_center_median_weighted(faces[i], f_cent);
    madd_v3_v3fl(cent, f_cent, cent_fac * f_area);
    cent_area_accum += f_area;

    BLI_assert(BMO_face_flag_test(bm, faces[i], FACE_TEMP) == 0);
    BLI_assert(BM_face_is_normal_valid(faces[i]));
  }

  if (cent_area_accum != 0.0f) {
    mul_v3_fl(cent, 1.0f / cent_area_accum);
  }

  /* Distances must start above zero,
   * or we can't do meaningful calculations based on the direction to the center */
  best.dist_sq = eps;
  best.edge_dot = best.loop_dot = -FLT_MAX;

  /* used in degenerate cases only */
  f_start_index = 0;

  /**
   * Find the outer-most vertex, comparing distance to the center,
   * then the outer-most loop attached to that vertex.
   *
   * Important this is correctly detected,
   * where casting a ray from the center wont hit any loops past this one.
   * Otherwise the result may be incorrect.
   */
  for (i = 0; i < faces_len; i++) {
    BMLoop *l_iter, *l_first;

    l_iter = l_first = BM_FACE_FIRST_LOOP(faces[i]);
    do {
      bool is_best_dist_sq;
      float dir[3];
      sub_v3_v3v3(dir, l_iter->v->co, cent);
      test.dist_sq = len_squared_v3(dir);
      is_best_dist_sq = (test.dist_sq > best.dist_sq);
      if (is_best_dist_sq || (test.dist_sq == best.dist_sq)) {
        float edge_dir_pair[2][3];
        mul_v3_fl(dir, 1.0f / sqrtf(test.dist_sq));

        sub_v3_v3v3(edge_dir_pair[0], l_iter->next->v->co, l_iter->v->co);
        sub_v3_v3v3(edge_dir_pair[1], l_iter->prev->v->co, l_iter->v->co);

        if ((normalize_v3(edge_dir_pair[0]) > eps) && (normalize_v3(edge_dir_pair[1]) > eps)) {
          bool is_best_edge_dot;
          test.edge_dot = max_ff(dot_v3v3(dir, edge_dir_pair[0]), dot_v3v3(dir, edge_dir_pair[1]));
          is_best_edge_dot = (test.edge_dot > best.edge_dot);
          if (is_best_dist_sq || is_best_edge_dot || (test.edge_dot == best.edge_dot)) {
            float loop_dir[3];
            cross_v3_v3v3(loop_dir, edge_dir_pair[0], edge_dir_pair[1]);
            if (normalize_v3(loop_dir) > eps) {
              float loop_dir_dot;
//.........这里部分代码省略.........
开发者ID:dfelinto,项目名称:blender,代码行数:101,代码来源:bmo_normals.c

示例13: boid_brain

/* determines the velocity the boid wants to have */
void boid_brain(BoidBrainData *bbd, int p, ParticleData *pa)
{
	BoidRule *rule;
	BoidSettings *boids = bbd->part->boids;
	BoidValues val;
	BoidState *state = get_boid_state(boids, pa);
	BoidParticle *bpa = pa->boid;
	ParticleSystem *psys = bbd->sim->psys;
	int rand;
	//BoidCondition *cond;

	if (bpa->data.health <= 0.0f) {
		pa->alive = PARS_DYING;
		pa->dietime = bbd->cfra;
		return;
	}

	//planned for near future
	//cond = state->conditions.first;
	//for (; cond; cond=cond->next) {
	//	if (boid_condition_is_true(cond)) {
	//		pa->boid->state_id = cond->state_id;
	//		state = get_boid_state(boids, pa);
	//		break; /* only first true condition is used */
	//	}
	//}

	zero_v3(bbd->wanted_co);
	bbd->wanted_speed = 0.0f;

	/* create random seed for every particle & frame */
	rand = (int)(psys_frand(psys, psys->seed + p) * 1000);
	rand = (int)(psys_frand(psys, (int)bbd->cfra + rand) * 1000);

	set_boid_values(&val, bbd->part->boids, pa);

	/* go through rules */
	switch (state->ruleset_type) {
		case eBoidRulesetType_Fuzzy:
		{
			for (rule = state->rules.first; rule; rule = rule->next) {
				if (apply_boid_rule(bbd, rule, &val, pa, state->rule_fuzziness))
					break; /* only first nonzero rule that comes through fuzzy rule is applied */
			}
			break;
		}
		case eBoidRulesetType_Random:
		{
			/* use random rule for each particle (always same for same particle though) */
			rule = BLI_findlink(&state->rules, rand % BLI_listbase_count(&state->rules));

			apply_boid_rule(bbd, rule, &val, pa, -1.0);
			break;
		}
		case eBoidRulesetType_Average:
		{
			float wanted_co[3] = {0.0f, 0.0f, 0.0f}, wanted_speed = 0.0f;
			int n = 0;
			for (rule = state->rules.first; rule; rule=rule->next) {
				if (apply_boid_rule(bbd, rule, &val, pa, -1.0f)) {
					add_v3_v3(wanted_co, bbd->wanted_co);
					wanted_speed += bbd->wanted_speed;
					n++;
					zero_v3(bbd->wanted_co);
					bbd->wanted_speed = 0.0f;
				}
			}

			if (n > 1) {
				mul_v3_fl(wanted_co, 1.0f/(float)n);
				wanted_speed /= (float)n;
			}

			copy_v3_v3(bbd->wanted_co, wanted_co);
			bbd->wanted_speed = wanted_speed;
			break;
		}

	}

	/* decide on jumping & liftoff */
	if (bpa->data.mode == eBoidMode_OnLand) {
		/* fuzziness makes boids capable of misjudgement */
		float mul = 1.0f + state->rule_fuzziness;
		
		if (boids->options & BOID_ALLOW_FLIGHT && bbd->wanted_co[2] > 0.0f) {
			float cvel[3], dir[3];

			copy_v3_v3(dir, pa->prev_state.ave);
			normalize_v2(dir);

			copy_v3_v3(cvel, bbd->wanted_co);
			normalize_v2(cvel);

			if (dot_v2v2(cvel, dir) > 0.95f / mul)
				bpa->data.mode = eBoidMode_Liftoff;
		}
		else if (val.jump_speed > 0.0f) {
			float jump_v[3];
//.........这里部分代码省略.........
开发者ID:Andrewson3D,项目名称:blender-for-vray,代码行数:101,代码来源:boids.c

示例14: walkApply


//.........这里部分代码省略.........
				if (moffset[0]) {
					float x;

					/* if we're upside down invert the moffset */
					copy_v3_fl3(upvec, 0.0f, 1.0f, 0.0f);
					mul_m3_v3(mat, upvec);

					if (upvec[2] < 0.0f)
						moffset[0] = -moffset[0];

					/* relative offset */
					x = (float) moffset[0] / ar->winx;

					/* speed factor */
					x *= WALK_ROTATE_FAC;

					/* user adjustement factor */
					x *= walk->mouse_speed;

					copy_v3_fl3(upvec, 0.0f, 0.0f, 1.0f);

					/* Rotate about the relative up vec */
					axis_angle_normalized_to_quat(tmp_quat, upvec, x);
					mul_qt_qtqt(rv3d->viewquat, rv3d->viewquat, tmp_quat);
				}
			}

			/* WASD - 'move' translation code */
			if ((walk->active_directions) &&
			    (walk->gravity_state == WALK_GRAVITY_STATE_OFF))
			{

				short direction;
				zero_v3(dvec);

				if ((walk->active_directions & WALK_BIT_FORWARD) ||
				    (walk->active_directions & WALK_BIT_BACKWARD))
				{

					direction = 0;

					if ((walk->active_directions & WALK_BIT_FORWARD))
						direction += 1;

					if ((walk->active_directions & WALK_BIT_BACKWARD))
						direction -= 1;

					copy_v3_fl3(dvec_tmp, 0.0f, 0.0f, direction);
					mul_m3_v3(mat, dvec_tmp);

					if (walk->navigation_mode == WALK_MODE_GRAVITY) {
						dvec_tmp[2] = 0.0f;
					}

					normalize_v3(dvec_tmp);
					add_v3_v3(dvec, dvec_tmp);

				}

				if ((walk->active_directions & WALK_BIT_LEFT) ||
				    (walk->active_directions & WALK_BIT_RIGHT))
				{

					direction = 0;

					if ((walk->active_directions & WALK_BIT_LEFT))
开发者ID:Bforartists,项目名称:Bforartists,代码行数:67,代码来源:view3d_walk.c

示例15: apply_objects_internal


//.........这里部分代码省略.........
		}

		/* apply to object data */
		if (ob->type == OB_MESH) {
			Mesh *me = ob->data;
			MVert *mvert;

			multiresModifier_scale_disp(scene, ob);
			
			/* adjust data */
			mvert = me->mvert;
			for (a = 0; a < me->totvert; a++, mvert++)
				mul_m4_v3(mat, mvert->co);
			
			if (me->key) {
				KeyBlock *kb;
				
				for (kb = me->key->block.first; kb; kb = kb->next) {
					float *fp = kb->data;
					
					for (a = 0; a < kb->totelem; a++, fp += 3)
						mul_m4_v3(mat, fp);
				}
			}
			
			/* update normals */
			BKE_mesh_calc_normals_mapping(me->mvert, me->totvert, me->mloop, me->mpoly, me->totloop, me->totpoly, NULL, NULL, 0, NULL, NULL);
		}
		else if (ob->type == OB_ARMATURE) {
			ED_armature_apply_transform(ob, mat);
		}
		else if (ob->type == OB_LATTICE) {
			Lattice *lt = ob->data;
			BPoint *bp = lt->def;
			int a = lt->pntsu * lt->pntsv * lt->pntsw;
			
			while (a--) {
				mul_m4_v3(mat, bp->vec);
				bp++;
			}
		}
		else if (ELEM(ob->type, OB_CURVE, OB_SURF)) {
			Curve *cu = ob->data;

			Nurb *nu;
			BPoint *bp;
			BezTriple *bezt;

			scale = mat3_to_scale(rsmat);

			for (nu = cu->nurb.first; nu; nu = nu->next) {
				if (nu->type == CU_BEZIER) {
					a = nu->pntsu;
					for (bezt = nu->bezt; a--; bezt++) {
						mul_m4_v3(mat, bezt->vec[0]);
						mul_m4_v3(mat, bezt->vec[1]);
						mul_m4_v3(mat, bezt->vec[2]);
						bezt->radius *= scale;
					}
					BKE_nurb_handles_calc(nu);
				}
				else {
					a = nu->pntsu * nu->pntsv;
					for (bp = nu->bp; a--; bp++)
						mul_m4_v3(mat, bp->vec);
				}
			}
		}
		else
			continue;

		if (apply_loc)
			zero_v3(ob->loc);
		if (apply_scale)
			ob->size[0] = ob->size[1] = ob->size[2] = 1.0f;
		if (apply_rot) {
			zero_v3(ob->rot);
			unit_qt(ob->quat);
			unit_axis_angle(ob->rotAxis, &ob->rotAngle);
		}

		BKE_object_where_is_calc(scene, ob);
		if (ob->type == OB_ARMATURE) {
			BKE_pose_where_is(scene, ob); /* needed for bone parents */
		}

		ignore_parent_tx(bmain, scene, ob);

		DAG_id_tag_update(&ob->id, OB_RECALC_OB | OB_RECALC_DATA);

		change = 1;
	}
	CTX_DATA_END;

	if (!change)
		return OPERATOR_CANCELLED;

	WM_event_add_notifier(C, NC_OBJECT | ND_TRANSFORM, NULL);
	return OPERATOR_FINISHED;
}
开发者ID:vanangamudi,项目名称:blender-main,代码行数:101,代码来源:object_transform.c


注:本文中的zero_v3函数示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。