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authorClément Foucault <foucault.clem@gmail.com>2020-07-15 15:18:30 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-07-15 15:23:35 +0300
commite8f8c13d4b76ba587ef7cf33370b286d4fbd36bc (patch)
tree371472ae220ad8740b310aaa8f4c5746448302c5 /extern/mantaflow/preprocessed/fileio/iomeshes.cpp
parent0c062a9e082130212447c2b67e8e16b8a2e622d1 (diff)
parent44bb73e765a6f79bc14a46449368f83e572d8bad (diff)
PointCloud: Initial rendering support for Workbenchtmp-pointcloud-render
Also includes outline overlays. Removes the temp overlay drawing We make the geometry follow camera like billboards this uses less geometry. Currently we use half octahedron for now. Goal would be to use icospheres. This patch also optimize the case when pointcloud has uniform radius. However we should premultiply the radius prop by the default radius beforehand to avoid a multiplication on CPU. Differential Revision: https://developer.blender.org/D8301
Diffstat (limited to 'extern/mantaflow/preprocessed/fileio/iomeshes.cpp')
-rw-r--r--extern/mantaflow/preprocessed/fileio/iomeshes.cpp19
1 files changed, 13 insertions, 6 deletions
diff --git a/extern/mantaflow/preprocessed/fileio/iomeshes.cpp b/extern/mantaflow/preprocessed/fileio/iomeshes.cpp
index 1c50376de77..b5e51625077 100644
--- a/extern/mantaflow/preprocessed/fileio/iomeshes.cpp
+++ b/extern/mantaflow/preprocessed/fileio/iomeshes.cpp
@@ -315,10 +315,14 @@ int readObjFile(const std::string &name, Mesh *mesh, bool append)
return 0;
}
+ const Real dx = mesh->getParent()->getDx();
+ const Vec3 gs = toVec3(mesh->getParent()->getGridSize());
+
if (!append)
mesh->clear();
int nodebase = mesh->numNodes();
- int cnt = nodebase;
+ int cntNodes = nodebase, cntNormals = nodebase;
+
while (ifs.good() && !ifs.eof()) {
string id;
ifs >> id;
@@ -333,19 +337,23 @@ int readObjFile(const std::string &name, Mesh *mesh, bool append)
}
else if (id == "vn") {
// normals
- if (!mesh->numNodes()) {
+ if (mesh->numNodes() != cntNodes) {
errMsg("invalid amount of nodes");
return 0;
}
- Node n = mesh->nodes(cnt);
- ifs >> n.normal.x >> n.normal.y >> n.normal.z;
- cnt++;
+ Node *n = &mesh->nodes(cntNormals);
+ ifs >> n->normal.x >> n->normal.y >> n->normal.z;
+ cntNormals++;
}
else if (id == "v") {
// vertex
Node n;
ifs >> n.pos.x >> n.pos.y >> n.pos.z;
+ // convert to grid space
+ n.pos /= dx;
+ n.pos += gs * 0.5;
mesh->addNode(n);
+ cntNodes++;
}
else if (id == "g") {
// group
@@ -408,7 +416,6 @@ int writeObjFile(const string &name, Mesh *mesh)
// write normals
for (int i = 0; i < numVerts; i++) {
Vector3D<float> n = toVec3f(mesh->nodes(i).normal);
- // normalize to unit cube around 0
ofs << "vn " << n.value[0] << " " << n.value[1] << " " << n.value[2] << " "
<< "\n";
}