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authorCampbell Barton <ideasman42@gmail.com>2019-04-17 07:17:24 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-04-17 07:21:24 +0300
commite12c08e8d170b7ca40f204a5b0423c23a9fbc2c1 (patch)
tree8cf3453d12edb177a218ef8009357518ec6cab6a /source/blender/freestyle/intern/blender_interface/BlenderFileLoader.cpp
parentb3dabc200a4b0399ec6b81f2ff2730d07b44fcaa (diff)
ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
Diffstat (limited to 'source/blender/freestyle/intern/blender_interface/BlenderFileLoader.cpp')
-rw-r--r--source/blender/freestyle/intern/blender_interface/BlenderFileLoader.cpp1314
1 files changed, 679 insertions, 635 deletions
diff --git a/source/blender/freestyle/intern/blender_interface/BlenderFileLoader.cpp b/source/blender/freestyle/intern/blender_interface/BlenderFileLoader.cpp
index 1e2bfecff6a..6b14c9ec70f 100644
--- a/source/blender/freestyle/intern/blender_interface/BlenderFileLoader.cpp
+++ b/source/blender/freestyle/intern/blender_interface/BlenderFileLoader.cpp
@@ -30,151 +30,145 @@ namespace Freestyle {
BlenderFileLoader::BlenderFileLoader(Render *re, ViewLayer *view_layer, Depsgraph *depsgraph)
{
- _re = re;
- _depsgraph = depsgraph;
- _Scene = NULL;
- _numFacesRead = 0;
+ _re = re;
+ _depsgraph = depsgraph;
+ _Scene = NULL;
+ _numFacesRead = 0;
#if 0
- _minEdgeSize = DBL_MAX;
+ _minEdgeSize = DBL_MAX;
#endif
- _smooth = (view_layer->freestyle_config.flags & FREESTYLE_FACE_SMOOTHNESS_FLAG) != 0;
- _pRenderMonitor = NULL;
+ _smooth = (view_layer->freestyle_config.flags & FREESTYLE_FACE_SMOOTHNESS_FLAG) != 0;
+ _pRenderMonitor = NULL;
}
BlenderFileLoader::~BlenderFileLoader()
{
- _Scene = NULL;
+ _Scene = NULL;
}
NodeGroup *BlenderFileLoader::Load()
{
- if (G.debug & G_DEBUG_FREESTYLE) {
- cout << "\n=== Importing triangular meshes into Blender ===" << endl;
- }
-
- // creation of the scene root node
- _Scene = new NodeGroup;
-
- _viewplane_left = _re->viewplane.xmin;
- _viewplane_right = _re->viewplane.xmax;
- _viewplane_bottom = _re->viewplane.ymin;
- _viewplane_top = _re->viewplane.ymax;
-
- if (_re->clip_start < 0.f) {
- // Adjust clipping start/end and set up a Z offset when the viewport preview
- // is used with the orthographic view. In this case, _re->clip_start is negative,
- // while Freestyle assumes that imported mesh data are in the camera coordinate
- // system with the view point located at origin [bug #36009].
- _z_near = -0.001f;
- _z_offset = _re->clip_start + _z_near;
- _z_far = -_re->clip_end + _z_offset;
- }
- else {
- _z_near = -_re->clip_start;
- _z_far = -_re->clip_end;
- _z_offset = 0.f;
- }
+ if (G.debug & G_DEBUG_FREESTYLE) {
+ cout << "\n=== Importing triangular meshes into Blender ===" << endl;
+ }
+
+ // creation of the scene root node
+ _Scene = new NodeGroup;
+
+ _viewplane_left = _re->viewplane.xmin;
+ _viewplane_right = _re->viewplane.xmax;
+ _viewplane_bottom = _re->viewplane.ymin;
+ _viewplane_top = _re->viewplane.ymax;
+
+ if (_re->clip_start < 0.f) {
+ // Adjust clipping start/end and set up a Z offset when the viewport preview
+ // is used with the orthographic view. In this case, _re->clip_start is negative,
+ // while Freestyle assumes that imported mesh data are in the camera coordinate
+ // system with the view point located at origin [bug #36009].
+ _z_near = -0.001f;
+ _z_offset = _re->clip_start + _z_near;
+ _z_far = -_re->clip_end + _z_offset;
+ }
+ else {
+ _z_near = -_re->clip_start;
+ _z_far = -_re->clip_end;
+ _z_offset = 0.f;
+ }
#if 0
- if (G.debug & G_DEBUG_FREESTYLE) {
- cout << "Frustum: l " << _viewplane_left << " r " << _viewplane_right
- << " b " << _viewplane_bottom << " t " << _viewplane_top
- << " n " << _z_near << " f " << _z_far << endl;
- }
+ if (G.debug & G_DEBUG_FREESTYLE) {
+ cout << "Frustum: l " << _viewplane_left << " r " << _viewplane_right
+ << " b " << _viewplane_bottom << " t " << _viewplane_top
+ << " n " << _z_near << " f " << _z_far << endl;
+ }
#endif
- int id = 0;
-
- DEG_OBJECT_ITER_BEGIN(
- _depsgraph, ob,
- DEG_ITER_OBJECT_FLAG_LINKED_DIRECTLY |
- DEG_ITER_OBJECT_FLAG_LINKED_VIA_SET |
- DEG_ITER_OBJECT_FLAG_VISIBLE |
- DEG_ITER_OBJECT_FLAG_DUPLI)
- {
- if (_pRenderMonitor && _pRenderMonitor->testBreak()) {
- break;
- }
-
- if (ob->base_flag & (BASE_HOLDOUT | BASE_INDIRECT_ONLY)) {
- continue;
- }
-
- bool apply_modifiers = false;
- bool calc_undeformed = false;
- Mesh *mesh = BKE_mesh_new_from_object(_depsgraph,
- _re->main,
- _re->scene,
- ob,
- apply_modifiers,
- calc_undeformed);
-
- if (mesh) {
- insertShapeNode(ob, mesh, ++id);
- BKE_id_free_ex(_re->main, &mesh->id, LIB_ID_FREE_NO_UI_USER, true);
- }
- }
- DEG_OBJECT_ITER_END;
-
- // Return the built scene.
- return _Scene;
+ int id = 0;
+
+ DEG_OBJECT_ITER_BEGIN (_depsgraph,
+ ob,
+ DEG_ITER_OBJECT_FLAG_LINKED_DIRECTLY |
+ DEG_ITER_OBJECT_FLAG_LINKED_VIA_SET | DEG_ITER_OBJECT_FLAG_VISIBLE |
+ DEG_ITER_OBJECT_FLAG_DUPLI) {
+ if (_pRenderMonitor && _pRenderMonitor->testBreak()) {
+ break;
+ }
+
+ if (ob->base_flag & (BASE_HOLDOUT | BASE_INDIRECT_ONLY)) {
+ continue;
+ }
+
+ bool apply_modifiers = false;
+ bool calc_undeformed = false;
+ Mesh *mesh = BKE_mesh_new_from_object(
+ _depsgraph, _re->main, _re->scene, ob, apply_modifiers, calc_undeformed);
+
+ if (mesh) {
+ insertShapeNode(ob, mesh, ++id);
+ BKE_id_free_ex(_re->main, &mesh->id, LIB_ID_FREE_NO_UI_USER, true);
+ }
+ }
+ DEG_OBJECT_ITER_END;
+
+ // Return the built scene.
+ return _Scene;
}
#define CLIPPED_BY_NEAR -1
-#define NOT_CLIPPED 0
-#define CLIPPED_BY_FAR 1
+#define NOT_CLIPPED 0
+#define CLIPPED_BY_FAR 1
// check if each vertex of a triangle (V1, V2, V3) is clipped by the near/far plane
// and calculate the number of triangles to be generated by clipping
int BlenderFileLoader::countClippedFaces(float v1[3], float v2[3], float v3[3], int clip[3])
{
- float *v[3];
- int numClipped, sum, numTris = 0;
-
- v[0] = v1;
- v[1] = v2;
- v[2] = v3;
- numClipped = sum = 0;
- for (int i = 0; i < 3; i++) {
- if (v[i][2] > _z_near) {
- clip[i] = CLIPPED_BY_NEAR;
- numClipped++;
- }
- else if (v[i][2] < _z_far) {
- clip[i] = CLIPPED_BY_FAR;
- numClipped++;
- }
- else {
- clip[i] = NOT_CLIPPED;
- }
+ float *v[3];
+ int numClipped, sum, numTris = 0;
+
+ v[0] = v1;
+ v[1] = v2;
+ v[2] = v3;
+ numClipped = sum = 0;
+ for (int i = 0; i < 3; i++) {
+ if (v[i][2] > _z_near) {
+ clip[i] = CLIPPED_BY_NEAR;
+ numClipped++;
+ }
+ else if (v[i][2] < _z_far) {
+ clip[i] = CLIPPED_BY_FAR;
+ numClipped++;
+ }
+ else {
+ clip[i] = NOT_CLIPPED;
+ }
#if 0
- if (G.debug & G_DEBUG_FREESTYLE) {
- printf("%d %s\n", i, (clip[i] == NOT_CLIPPED) ? "not" : (clip[i] == CLIPPED_BY_NEAR) ? "near" : "far");
- }
+ if (G.debug & G_DEBUG_FREESTYLE) {
+ printf("%d %s\n", i, (clip[i] == NOT_CLIPPED) ? "not" : (clip[i] == CLIPPED_BY_NEAR) ? "near" : "far");
+ }
#endif
- sum += clip[i];
- }
- switch (numClipped) {
- case 0:
- numTris = 1; // triangle
- break;
- case 1:
- numTris = 2; // tetragon
- break;
- case 2:
- if (sum == 0)
- numTris = 3; // pentagon
- else
- numTris = 1; // triangle
- break;
- case 3:
- if (sum == 3 || sum == -3)
- numTris = 0;
- else
- numTris = 2; // tetragon
- break;
- }
- return numTris;
+ sum += clip[i];
+ }
+ switch (numClipped) {
+ case 0:
+ numTris = 1; // triangle
+ break;
+ case 1:
+ numTris = 2; // tetragon
+ break;
+ case 2:
+ if (sum == 0)
+ numTris = 3; // pentagon
+ else
+ numTris = 1; // triangle
+ break;
+ case 3:
+ if (sum == 3 || sum == -3)
+ numTris = 0;
+ else
+ numTris = 2; // tetragon
+ break;
+ }
+ return numTris;
}
// find the intersection point C between the line segment from V1 to V2 and
@@ -182,143 +176,168 @@ int BlenderFileLoader::countClippedFaces(float v1[3], float v2[3], float v3[3],
// the X and Y components are unknown).
void BlenderFileLoader::clipLine(float v1[3], float v2[3], float c[3], float z)
{
- // Order v1 and v2 by Z values to make sure that clipLine(P, Q, c, z)
- // and clipLine(Q, P, c, z) gives exactly the same numerical result.
- float *p, *q;
- if (v1[2] < v2[2]) {
- p = v1;
- q = v2;
- }
- else {
- p = v2;
- q = v1;
- }
- double d[3];
- for (int i = 0; i < 3; i++)
- d[i] = q[i] - p[i];
- double t = (z - p[2]) / d[2];
- c[0] = p[0] + t * d[0];
- c[1] = p[1] + t * d[1];
- c[2] = z;
+ // Order v1 and v2 by Z values to make sure that clipLine(P, Q, c, z)
+ // and clipLine(Q, P, c, z) gives exactly the same numerical result.
+ float *p, *q;
+ if (v1[2] < v2[2]) {
+ p = v1;
+ q = v2;
+ }
+ else {
+ p = v2;
+ q = v1;
+ }
+ double d[3];
+ for (int i = 0; i < 3; i++)
+ d[i] = q[i] - p[i];
+ double t = (z - p[2]) / d[2];
+ c[0] = p[0] + t * d[0];
+ c[1] = p[1] + t * d[1];
+ c[2] = z;
}
// clip the triangle (V1, V2, V3) by the near and far clipping plane and
// obtain a set of vertices after the clipping. The number of vertices
// is at most 5.
-void BlenderFileLoader::clipTriangle(int numTris, float triCoords[][3], float v1[3], float v2[3], float v3[3],
- float triNormals[][3], float n1[3], float n2[3], float n3[3],
- bool edgeMarks[], bool em1, bool em2, bool em3, int clip[3])
+void BlenderFileLoader::clipTriangle(int numTris,
+ float triCoords[][3],
+ float v1[3],
+ float v2[3],
+ float v3[3],
+ float triNormals[][3],
+ float n1[3],
+ float n2[3],
+ float n3[3],
+ bool edgeMarks[],
+ bool em1,
+ bool em2,
+ bool em3,
+ int clip[3])
{
- float *v[3], *n[3];
- bool em[3];
- int i, j, k;
-
- v[0] = v1; n[0] = n1;
- v[1] = v2; n[1] = n2;
- v[2] = v3; n[2] = n3;
- em[0] = em1; /* edge mark of the edge between v1 and v2 */
- em[1] = em2; /* edge mark of the edge between v2 and v3 */
- em[2] = em3; /* edge mark of the edge between v3 and v1 */
- k = 0;
- for (i = 0; i < 3; i++) {
- j = (i + 1) % 3;
- if (clip[i] == NOT_CLIPPED) {
- copy_v3_v3(triCoords[k], v[i]);
- copy_v3_v3(triNormals[k], n[i]);
- edgeMarks[k] = em[i];
- k++;
- if (clip[j] != NOT_CLIPPED) {
- clipLine(v[i], v[j], triCoords[k], (clip[j] == CLIPPED_BY_NEAR) ? _z_near : _z_far);
- copy_v3_v3(triNormals[k], n[j]);
- edgeMarks[k] = false;
- k++;
- }
- }
- else if (clip[i] != clip[j]) {
- if (clip[j] == NOT_CLIPPED) {
- clipLine(v[i], v[j], triCoords[k], (clip[i] == CLIPPED_BY_NEAR) ? _z_near : _z_far);
- copy_v3_v3(triNormals[k], n[i]);
- edgeMarks[k] = em[i];
- k++;
- }
- else {
- clipLine(v[i], v[j], triCoords[k], (clip[i] == CLIPPED_BY_NEAR) ? _z_near : _z_far);
- copy_v3_v3(triNormals[k], n[i]);
- edgeMarks[k] = em[i];
- k++;
- clipLine(v[i], v[j], triCoords[k], (clip[j] == CLIPPED_BY_NEAR) ? _z_near : _z_far);
- copy_v3_v3(triNormals[k], n[j]);
- edgeMarks[k] = false;
- k++;
- }
- }
- }
- BLI_assert(k == 2 + numTris);
- (void)numTris; /* Ignored in release builds. */
+ float *v[3], *n[3];
+ bool em[3];
+ int i, j, k;
+
+ v[0] = v1;
+ n[0] = n1;
+ v[1] = v2;
+ n[1] = n2;
+ v[2] = v3;
+ n[2] = n3;
+ em[0] = em1; /* edge mark of the edge between v1 and v2 */
+ em[1] = em2; /* edge mark of the edge between v2 and v3 */
+ em[2] = em3; /* edge mark of the edge between v3 and v1 */
+ k = 0;
+ for (i = 0; i < 3; i++) {
+ j = (i + 1) % 3;
+ if (clip[i] == NOT_CLIPPED) {
+ copy_v3_v3(triCoords[k], v[i]);
+ copy_v3_v3(triNormals[k], n[i]);
+ edgeMarks[k] = em[i];
+ k++;
+ if (clip[j] != NOT_CLIPPED) {
+ clipLine(v[i], v[j], triCoords[k], (clip[j] == CLIPPED_BY_NEAR) ? _z_near : _z_far);
+ copy_v3_v3(triNormals[k], n[j]);
+ edgeMarks[k] = false;
+ k++;
+ }
+ }
+ else if (clip[i] != clip[j]) {
+ if (clip[j] == NOT_CLIPPED) {
+ clipLine(v[i], v[j], triCoords[k], (clip[i] == CLIPPED_BY_NEAR) ? _z_near : _z_far);
+ copy_v3_v3(triNormals[k], n[i]);
+ edgeMarks[k] = em[i];
+ k++;
+ }
+ else {
+ clipLine(v[i], v[j], triCoords[k], (clip[i] == CLIPPED_BY_NEAR) ? _z_near : _z_far);
+ copy_v3_v3(triNormals[k], n[i]);
+ edgeMarks[k] = em[i];
+ k++;
+ clipLine(v[i], v[j], triCoords[k], (clip[j] == CLIPPED_BY_NEAR) ? _z_near : _z_far);
+ copy_v3_v3(triNormals[k], n[j]);
+ edgeMarks[k] = false;
+ k++;
+ }
+ }
+ }
+ BLI_assert(k == 2 + numTris);
+ (void)numTris; /* Ignored in release builds. */
}
-void BlenderFileLoader::addTriangle(struct LoaderState *ls, float v1[3], float v2[3], float v3[3],
- float n1[3], float n2[3], float n3[3],
- bool fm, bool em1, bool em2, bool em3)
+void BlenderFileLoader::addTriangle(struct LoaderState *ls,
+ float v1[3],
+ float v2[3],
+ float v3[3],
+ float n1[3],
+ float n2[3],
+ float n3[3],
+ bool fm,
+ bool em1,
+ bool em2,
+ bool em3)
{
- float *fv[3], *fn[3];
+ float *fv[3], *fn[3];
#if 0
- float len;
+ float len;
#endif
- unsigned int i, j;
- IndexedFaceSet::FaceEdgeMark marks = 0;
-
- // initialize the bounding box by the first vertex
- if (ls->currentIndex == 0) {
- copy_v3_v3(ls->minBBox, v1);
- copy_v3_v3(ls->maxBBox, v1);
- }
-
- fv[0] = v1; fn[0] = n1;
- fv[1] = v2; fn[1] = n2;
- fv[2] = v3; fn[2] = n3;
- for (i = 0; i < 3; i++) {
-
- copy_v3_v3(ls->pv, fv[i]);
- copy_v3_v3(ls->pn, fn[i]);
-
- // update the bounding box
- for (j = 0; j < 3; j++) {
- if (ls->minBBox[j] > ls->pv[j])
- ls->minBBox[j] = ls->pv[j];
-
- if (ls->maxBBox[j] < ls->pv[j])
- ls->maxBBox[j] = ls->pv[j];
- }
+ unsigned int i, j;
+ IndexedFaceSet::FaceEdgeMark marks = 0;
+
+ // initialize the bounding box by the first vertex
+ if (ls->currentIndex == 0) {
+ copy_v3_v3(ls->minBBox, v1);
+ copy_v3_v3(ls->maxBBox, v1);
+ }
+
+ fv[0] = v1;
+ fn[0] = n1;
+ fv[1] = v2;
+ fn[1] = n2;
+ fv[2] = v3;
+ fn[2] = n3;
+ for (i = 0; i < 3; i++) {
+
+ copy_v3_v3(ls->pv, fv[i]);
+ copy_v3_v3(ls->pn, fn[i]);
+
+ // update the bounding box
+ for (j = 0; j < 3; j++) {
+ if (ls->minBBox[j] > ls->pv[j])
+ ls->minBBox[j] = ls->pv[j];
+
+ if (ls->maxBBox[j] < ls->pv[j])
+ ls->maxBBox[j] = ls->pv[j];
+ }
#if 0
- len = len_v3v3(fv[i], fv[(i + 1) % 3]);
- if (_minEdgeSize > len)
- _minEdgeSize = len;
+ len = len_v3v3(fv[i], fv[(i + 1) % 3]);
+ if (_minEdgeSize > len)
+ _minEdgeSize = len;
#endif
- *ls->pvi = ls->currentIndex;
- *ls->pni = ls->currentIndex;
- *ls->pmi = ls->currentMIndex;
-
- ls->currentIndex += 3;
- ls->pv += 3;
- ls->pn += 3;
-
- ls->pvi++;
- ls->pni++;
- ls->pmi++;
- }
-
- if (fm)
- marks |= IndexedFaceSet::FACE_MARK;
- if (em1)
- marks |= IndexedFaceSet::EDGE_MARK_V1V2;
- if (em2)
- marks |= IndexedFaceSet::EDGE_MARK_V2V3;
- if (em3)
- marks |= IndexedFaceSet::EDGE_MARK_V3V1;
- *(ls->pm++) = marks;
+ *ls->pvi = ls->currentIndex;
+ *ls->pni = ls->currentIndex;
+ *ls->pmi = ls->currentMIndex;
+
+ ls->currentIndex += 3;
+ ls->pv += 3;
+ ls->pn += 3;
+
+ ls->pvi++;
+ ls->pni++;
+ ls->pmi++;
+ }
+
+ if (fm)
+ marks |= IndexedFaceSet::FACE_MARK;
+ if (em1)
+ marks |= IndexedFaceSet::EDGE_MARK_V1V2;
+ if (em2)
+ marks |= IndexedFaceSet::EDGE_MARK_V2V3;
+ if (em3)
+ marks |= IndexedFaceSet::EDGE_MARK_V3V1;
+ *(ls->pm++) = marks;
}
// With A, B and P indicating the three vertices of a given triangle, returns:
@@ -327,420 +346,445 @@ void BlenderFileLoader::addTriangle(struct LoaderState *ls, float v1[3], float v
// zero otherwise.
int BlenderFileLoader::testDegenerateTriangle(float v1[3], float v2[3], float v3[3])
{
- const float eps = 1.0e-6;
- const float eps_sq = eps * eps;
+ const float eps = 1.0e-6;
+ const float eps_sq = eps * eps;
#if 0
- float area = area_tri_v3(v1, v2, v3);
- bool verbose = (area < 1.0e-6);
+ float area = area_tri_v3(v1, v2, v3);
+ bool verbose = (area < 1.0e-6);
#endif
- if (equals_v3v3(v1, v2) || equals_v3v3(v2, v3) || equals_v3v3(v1, v3)) {
+ if (equals_v3v3(v1, v2) || equals_v3v3(v2, v3) || equals_v3v3(v1, v3)) {
#if 0
- if (verbose && G.debug & G_DEBUG_FREESTYLE) {
- printf("BlenderFileLoader::testDegenerateTriangle = 1\n");
- }
+ if (verbose && G.debug & G_DEBUG_FREESTYLE) {
+ printf("BlenderFileLoader::testDegenerateTriangle = 1\n");
+ }
#endif
- return 1;
- }
- if (dist_squared_to_line_segment_v3(v1, v2, v3) < eps_sq ||
- dist_squared_to_line_segment_v3(v2, v1, v3) < eps_sq ||
- dist_squared_to_line_segment_v3(v3, v1, v2) < eps_sq)
- {
+ return 1;
+ }
+ if (dist_squared_to_line_segment_v3(v1, v2, v3) < eps_sq ||
+ dist_squared_to_line_segment_v3(v2, v1, v3) < eps_sq ||
+ dist_squared_to_line_segment_v3(v3, v1, v2) < eps_sq) {
#if 0
- if (verbose && G.debug & G_DEBUG_FREESTYLE) {
- printf("BlenderFileLoader::testDegenerateTriangle = 2\n");
- }
+ if (verbose && G.debug & G_DEBUG_FREESTYLE) {
+ printf("BlenderFileLoader::testDegenerateTriangle = 2\n");
+ }
#endif
- return 2;
- }
+ return 2;
+ }
#if 0
- if (verbose && G.debug & G_DEBUG_FREESTYLE) {
- printf("BlenderFileLoader::testDegenerateTriangle = 0\n");
- }
+ if (verbose && G.debug & G_DEBUG_FREESTYLE) {
+ printf("BlenderFileLoader::testDegenerateTriangle = 0\n");
+ }
#endif
- return 0;
+ return 0;
}
static bool testEdgeMark(Mesh *me, FreestyleEdge *fed, const MLoopTri *lt, int i)
{
- MLoop *mloop = &me->mloop[lt->tri[i]];
- MLoop *mloop_next = &me->mloop[lt->tri[(i+1)%3]];
- MEdge *medge = &me->medge[mloop->e];
+ MLoop *mloop = &me->mloop[lt->tri[i]];
+ MLoop *mloop_next = &me->mloop[lt->tri[(i + 1) % 3]];
+ MEdge *medge = &me->medge[mloop->e];
- if (!ELEM(mloop_next->v, medge->v1, medge->v2)) {
- /* Not an edge in the original mesh before triangulation. */
- return false;
- }
+ if (!ELEM(mloop_next->v, medge->v1, medge->v2)) {
+ /* Not an edge in the original mesh before triangulation. */
+ return false;
+ }
- return (fed[mloop->e].flag & FREESTYLE_EDGE_MARK) != 0;
+ return (fed[mloop->e].flag & FREESTYLE_EDGE_MARK) != 0;
}
void BlenderFileLoader::insertShapeNode(Object *ob, Mesh *me, int id)
{
- char *name = ob->id.name + 2;
-
- // Compute loop triangles
- int tottri = poly_to_tri_count(me->totpoly, me->totloop);
- MLoopTri *mlooptri = (MLoopTri*)MEM_malloc_arrayN(tottri, sizeof(*mlooptri), __func__);
- BKE_mesh_recalc_looptri(
- me->mloop, me->mpoly,
- me->mvert,
- me->totloop, me->totpoly,
- mlooptri);
-
- // Compute loop normals
- BKE_mesh_calc_normals_split(me);
- float (*lnors)[3] = NULL;
-
- if (CustomData_has_layer(&me->ldata, CD_NORMAL)) {
- lnors = (float(*)[3])CustomData_get_layer(&me->ldata, CD_NORMAL);
- }
-
- // Get other mesh data
- MVert *mvert = me->mvert;
- MLoop *mloop = me->mloop;
- MPoly *mpoly = me->mpoly;
- FreestyleEdge *fed = (FreestyleEdge*)CustomData_get_layer(&me->edata, CD_FREESTYLE_EDGE);
- FreestyleFace *ffa = (FreestyleFace*)CustomData_get_layer(&me->pdata, CD_FREESTYLE_FACE);
-
- // Compute view matrix
- Object *ob_camera_eval = DEG_get_evaluated_object(_depsgraph, RE_GetCamera(_re));
- float viewinv[4][4], viewmat[4][4];
- RE_GetCameraModelMatrix(_re, ob_camera_eval, viewinv);
- invert_m4_m4(viewmat, viewinv);
-
- // Compute matrix including camera transform
- float obmat[4][4], nmat[4][4];
- mul_m4_m4m4(obmat, viewmat, ob->obmat);
- invert_m4_m4(nmat, obmat);
- transpose_m4(nmat);
-
- // We count the number of triangles after the clipping by the near and far view
- // planes is applied (Note: mesh vertices are in the camera coordinate system).
- unsigned numFaces = 0;
- float v1[3], v2[3], v3[3];
- float n1[3], n2[3], n3[3], facenormal[3];
- int clip[3];
- for (int a = 0; a < tottri; a++) {
- const MLoopTri *lt = &mlooptri[a];
-
- copy_v3_v3(v1, mvert[mloop[lt->tri[0]].v].co);
- copy_v3_v3(v2, mvert[mloop[lt->tri[1]].v].co);
- copy_v3_v3(v3, mvert[mloop[lt->tri[2]].v].co);
-
- mul_m4_v3(obmat, v1);
- mul_m4_v3(obmat, v2);
- mul_m4_v3(obmat, v3);
-
- v1[2] += _z_offset;
- v2[2] += _z_offset;
- v3[2] += _z_offset;
-
- numFaces += countClippedFaces(v1, v2, v3, clip);
- }
+ char *name = ob->id.name + 2;
+
+ // Compute loop triangles
+ int tottri = poly_to_tri_count(me->totpoly, me->totloop);
+ MLoopTri *mlooptri = (MLoopTri *)MEM_malloc_arrayN(tottri, sizeof(*mlooptri), __func__);
+ BKE_mesh_recalc_looptri(me->mloop, me->mpoly, me->mvert, me->totloop, me->totpoly, mlooptri);
+
+ // Compute loop normals
+ BKE_mesh_calc_normals_split(me);
+ float(*lnors)[3] = NULL;
+
+ if (CustomData_has_layer(&me->ldata, CD_NORMAL)) {
+ lnors = (float(*)[3])CustomData_get_layer(&me->ldata, CD_NORMAL);
+ }
+
+ // Get other mesh data
+ MVert *mvert = me->mvert;
+ MLoop *mloop = me->mloop;
+ MPoly *mpoly = me->mpoly;
+ FreestyleEdge *fed = (FreestyleEdge *)CustomData_get_layer(&me->edata, CD_FREESTYLE_EDGE);
+ FreestyleFace *ffa = (FreestyleFace *)CustomData_get_layer(&me->pdata, CD_FREESTYLE_FACE);
+
+ // Compute view matrix
+ Object *ob_camera_eval = DEG_get_evaluated_object(_depsgraph, RE_GetCamera(_re));
+ float viewinv[4][4], viewmat[4][4];
+ RE_GetCameraModelMatrix(_re, ob_camera_eval, viewinv);
+ invert_m4_m4(viewmat, viewinv);
+
+ // Compute matrix including camera transform
+ float obmat[4][4], nmat[4][4];
+ mul_m4_m4m4(obmat, viewmat, ob->obmat);
+ invert_m4_m4(nmat, obmat);
+ transpose_m4(nmat);
+
+ // We count the number of triangles after the clipping by the near and far view
+ // planes is applied (Note: mesh vertices are in the camera coordinate system).
+ unsigned numFaces = 0;
+ float v1[3], v2[3], v3[3];
+ float n1[3], n2[3], n3[3], facenormal[3];
+ int clip[3];
+ for (int a = 0; a < tottri; a++) {
+ const MLoopTri *lt = &mlooptri[a];
+
+ copy_v3_v3(v1, mvert[mloop[lt->tri[0]].v].co);
+ copy_v3_v3(v2, mvert[mloop[lt->tri[1]].v].co);
+ copy_v3_v3(v3, mvert[mloop[lt->tri[2]].v].co);
+
+ mul_m4_v3(obmat, v1);
+ mul_m4_v3(obmat, v2);
+ mul_m4_v3(obmat, v3);
+
+ v1[2] += _z_offset;
+ v2[2] += _z_offset;
+ v3[2] += _z_offset;
+
+ numFaces += countClippedFaces(v1, v2, v3, clip);
+ }
#if 0
- if (G.debug & G_DEBUG_FREESTYLE) {
- cout << "numFaces " << numFaces << endl;
- }
+ if (G.debug & G_DEBUG_FREESTYLE) {
+ cout << "numFaces " << numFaces << endl;
+ }
#endif
- if (numFaces == 0) {
- MEM_freeN(mlooptri);
- return;
- }
-
- // We allocate memory for the meshes to be imported
- NodeGroup *currentMesh = new NodeGroup;
- NodeShape *shape = new NodeShape;
-
- unsigned vSize = 3 * 3 * numFaces;
- float *vertices = new float[vSize];
- unsigned nSize = vSize;
- float *normals = new float[nSize];
- unsigned *numVertexPerFaces = new unsigned[numFaces];
- vector<Material *> meshMaterials;
- vector<FrsMaterial> meshFrsMaterials;
-
- IndexedFaceSet::TRIANGLES_STYLE *faceStyle = new IndexedFaceSet::TRIANGLES_STYLE[numFaces];
- unsigned i;
- for (i = 0; i <numFaces; i++) {
- faceStyle[i] = IndexedFaceSet::TRIANGLES;
- numVertexPerFaces[i] = 3;
- }
-
- IndexedFaceSet::FaceEdgeMark *faceEdgeMarks = new IndexedFaceSet::FaceEdgeMark[numFaces];
-
- unsigned viSize = 3 * numFaces;
- unsigned *VIndices = new unsigned[viSize];
- unsigned niSize = viSize;
- unsigned *NIndices = new unsigned[niSize];
- unsigned *MIndices = new unsigned[viSize]; // Material Indices
-
- struct LoaderState ls;
- ls.pv = vertices;
- ls.pn = normals;
- ls.pm = faceEdgeMarks;
- ls.pvi = VIndices;
- ls.pni = NIndices;
- ls.pmi = MIndices;
- ls.currentIndex = 0;
- ls.currentMIndex = 0;
-
- FrsMaterial tmpMat;
-
- // We parse the vlak nodes again and import meshes while applying the clipping
- // by the near and far view planes.
- for (int a = 0; a < tottri; a++) {
- const MLoopTri *lt = &mlooptri[a];
- const MPoly *mp = &mpoly[lt->poly];
- Material *mat = give_current_material(ob, mp->mat_nr + 1);
-
- copy_v3_v3(v1, mvert[mloop[lt->tri[0]].v].co);
- copy_v3_v3(v2, mvert[mloop[lt->tri[1]].v].co);
- copy_v3_v3(v3, mvert[mloop[lt->tri[2]].v].co);
-
- mul_m4_v3(obmat, v1);
- mul_m4_v3(obmat, v2);
- mul_m4_v3(obmat, v3);
-
- v1[2] += _z_offset;
- v2[2] += _z_offset;
- v3[2] += _z_offset;
-
- if (_smooth && (mp->flag & ME_SMOOTH) && lnors) {
- copy_v3_v3(n1, lnors[lt->tri[0]]);
- copy_v3_v3(n2, lnors[lt->tri[1]]);
- copy_v3_v3(n3, lnors[lt->tri[2]]);
-
- mul_mat3_m4_v3(nmat, n1);
- mul_mat3_m4_v3(nmat, n2);
- mul_mat3_m4_v3(nmat, n3);
-
- normalize_v3(n1);
- normalize_v3(n2);
- normalize_v3(n3);
- }
- else {
- normal_tri_v3(facenormal, v3, v2, v1);
-
- copy_v3_v3(n1, facenormal);
- copy_v3_v3(n2, facenormal);
- copy_v3_v3(n3, facenormal);
- }
-
- unsigned int numTris = countClippedFaces(v1, v2, v3, clip);
- if (numTris == 0)
- continue;
-
- bool fm = (ffa) ? (ffa[lt->poly].flag & FREESTYLE_FACE_MARK) != 0 : false;
- bool em1 = false, em2 = false, em3 = false;
-
- if (fed) {
- em1 = testEdgeMark(me, fed, lt, 0);
- em2 = testEdgeMark(me, fed, lt, 1);
- em3 = testEdgeMark(me, fed, lt, 2);
- }
-
- if (mat) {
- tmpMat.setLine(mat->line_col[0], mat->line_col[1], mat->line_col[2], mat->line_col[3]);
- tmpMat.setDiffuse(mat->r, mat->g, mat->b, 1.0f);
- tmpMat.setSpecular(mat->specr, mat->specg, mat->specb, 1.0f);
- tmpMat.setShininess(128.f);
- tmpMat.setPriority(mat->line_priority);
- }
-
- if (meshMaterials.empty()) {
- meshMaterials.push_back(mat);
- meshFrsMaterials.push_back(tmpMat);
- shape->setFrsMaterial(tmpMat);
- }
- else {
- // find if the Blender material is already in the list
- unsigned int i = 0;
- bool found = false;
-
- for (vector<Material *>::iterator it = meshMaterials.begin(), itend = meshMaterials.end();
- it != itend;
- it++, i++)
- {
- if (*it == mat) {
- ls.currentMIndex = i;
- found = true;
- break;
- }
- }
-
- if (!found) {
- meshMaterials.push_back(mat);
- meshFrsMaterials.push_back(tmpMat);
- ls.currentMIndex = meshFrsMaterials.size() - 1;
- }
- }
-
- float triCoords[5][3], triNormals[5][3];
- bool edgeMarks[5]; // edgeMarks[i] is for the edge between i-th and (i+1)-th vertices
-
- clipTriangle(numTris, triCoords, v1, v2, v3, triNormals, n1, n2, n3,
- edgeMarks, em1, em2, em3, clip);
- for (i = 0; i < numTris; i++) {
- addTriangle(&ls, triCoords[0], triCoords[i + 1], triCoords[i + 2],
- triNormals[0], triNormals[i + 1], triNormals[i + 2],
- fm, (i == 0) ? edgeMarks[0] : false, edgeMarks[i + 1],
- (i == numTris - 1) ? edgeMarks[i + 2] : false);
- _numFacesRead++;
- }
- }
-
- MEM_freeN(mlooptri);
-
- // We might have several times the same vertex. We want a clean
- // shape with no real-vertex. Here, we are making a cleaning pass.
- float *cleanVertices = NULL;
- unsigned int cvSize;
- unsigned int *cleanVIndices = NULL;
-
- GeomCleaner::CleanIndexedVertexArray(vertices, vSize, VIndices, viSize, &cleanVertices, &cvSize, &cleanVIndices);
-
- float *cleanNormals = NULL;
- unsigned int cnSize;
- unsigned int *cleanNIndices = NULL;
-
- GeomCleaner::CleanIndexedVertexArray(normals, nSize, NIndices, niSize, &cleanNormals, &cnSize, &cleanNIndices);
-
- // format materials array
- FrsMaterial **marray = new FrsMaterial *[meshFrsMaterials.size()];
- unsigned int mindex = 0;
- for (vector<FrsMaterial>::iterator m = meshFrsMaterials.begin(), mend = meshFrsMaterials.end(); m != mend; ++m) {
- marray[mindex] = new FrsMaterial(*m);
- ++mindex;
- }
-
- // deallocates memory:
- delete [] vertices;
- delete [] normals;
- delete [] VIndices;
- delete [] NIndices;
-
- // Fix for degenerated triangles
- // A degenerate triangle is a triangle such that
- // 1) A and B are in the same position in the 3D space; or
- // 2) the distance between point P and line segment AB is zero.
- // Only those degenerate triangles in the second form are resolved here
- // by adding a small offset to P, whereas those in the first form are
- // addressed later in WShape::MakeFace().
- vector<detri_t> detriList;
- Vec3r zero(0.0, 0.0, 0.0);
- unsigned vi0, vi1, vi2;
- for (i = 0; i < viSize; i += 3) {
- detri_t detri;
- vi0 = cleanVIndices[i];
- vi1 = cleanVIndices[i + 1];
- vi2 = cleanVIndices[i + 2];
- Vec3r v0(cleanVertices[vi0], cleanVertices[vi0 + 1], cleanVertices[vi0 + 2]);
- Vec3r v1(cleanVertices[vi1], cleanVertices[vi1 + 1], cleanVertices[vi1 + 2]);
- Vec3r v2(cleanVertices[vi2], cleanVertices[vi2 + 1], cleanVertices[vi2 + 2]);
- if (v0 == v1 || v0 == v2 || v1 == v2) {
- continue; // do nothing for now
- }
- else if (GeomUtils::distPointSegment<Vec3r>(v0, v1, v2) < 1.0e-6) {
- detri.viP = vi0;
- detri.viA = vi1;
- detri.viB = vi2;
- }
- else if (GeomUtils::distPointSegment<Vec3r>(v1, v0, v2) < 1.0e-6) {
- detri.viP = vi1;
- detri.viA = vi0;
- detri.viB = vi2;
- }
- else if (GeomUtils::distPointSegment<Vec3r>(v2, v0, v1) < 1.0e-6) {
- detri.viP = vi2;
- detri.viA = vi0;
- detri.viB = vi1;
- }
- else {
- continue;
- }
-
- detri.v = zero;
- detri.n = 0;
- for (unsigned int j = 0; j < viSize; j += 3) {
- if (i == j)
- continue;
- vi0 = cleanVIndices[j];
- vi1 = cleanVIndices[j + 1];
- vi2 = cleanVIndices[j + 2];
- Vec3r v0(cleanVertices[vi0], cleanVertices[vi0 + 1], cleanVertices[vi0 + 2]);
- Vec3r v1(cleanVertices[vi1], cleanVertices[vi1 + 1], cleanVertices[vi1 + 2]);
- Vec3r v2(cleanVertices[vi2], cleanVertices[vi2 + 1], cleanVertices[vi2 + 2]);
- if (detri.viP == vi0 && (detri.viA == vi1 || detri.viB == vi1)) {
- detri.v += (v2 - v0);
- detri.n++;
- }
- else if (detri.viP == vi0 && (detri.viA == vi2 || detri.viB == vi2)) {
- detri.v += (v1 - v0);
- detri.n++;
- }
- else if (detri.viP == vi1 && (detri.viA == vi0 || detri.viB == vi0)) {
- detri.v += (v2 - v1);
- detri.n++;
- }
- else if (detri.viP == vi1 && (detri.viA == vi2 || detri.viB == vi2)) {
- detri.v += (v0 - v1);
- detri.n++;
- }
- else if (detri.viP == vi2 && (detri.viA == vi0 || detri.viB == vi0)) {
- detri.v += (v1 - v2);
- detri.n++;
- }
- else if (detri.viP == vi2 && (detri.viA == vi1 || detri.viB == vi1)) {
- detri.v += (v0 - v2);
- detri.n++;
- }
- }
- if (detri.n > 0) {
- detri.v.normalizeSafe();
- }
- detriList.push_back(detri);
- }
-
- if (detriList.size() > 0) {
- vector<detri_t>::iterator v;
- for (v = detriList.begin(); v != detriList.end(); v++) {
- detri_t detri = (*v);
- if (detri.n == 0) {
- cleanVertices[detri.viP] = cleanVertices[detri.viA];
- cleanVertices[detri.viP + 1] = cleanVertices[detri.viA + 1];
- cleanVertices[detri.viP + 2] = cleanVertices[detri.viA + 2];
- }
- else if (detri.v.norm() > 0.0) {
- cleanVertices[detri.viP] += 1.0e-5 * detri.v.x();
- cleanVertices[detri.viP + 1] += 1.0e-5 * detri.v.y();
- cleanVertices[detri.viP + 2] += 1.0e-5 * detri.v.z();
- }
- }
- if (G.debug & G_DEBUG_FREESTYLE) {
- printf("Warning: Object %s contains %lu degenerated triangle%s (strokes may be incorrect)\n",
- name, (long unsigned int)detriList.size(), (detriList.size() > 1) ? "s" : "");
- }
- }
-
- // Create the IndexedFaceSet with the retrieved attributes
- IndexedFaceSet *rep;
- rep = new IndexedFaceSet(cleanVertices, cvSize, cleanNormals, cnSize, marray, meshFrsMaterials.size(), 0, 0,
- numFaces, numVertexPerFaces, faceStyle, faceEdgeMarks, cleanVIndices, viSize,
- cleanNIndices, niSize, MIndices, viSize, 0, 0, 0);
- // sets the id of the rep
- rep->setId(Id(id, 0));
- rep->setName(ob->id.name + 2);
- rep->setLibraryPath(ob->id.lib ? ob->id.lib->name : "");
-
- const BBox<Vec3r> bbox = BBox<Vec3r>(Vec3r(ls.minBBox[0], ls.minBBox[1], ls.minBBox[2]),
- Vec3r(ls.maxBBox[0], ls.maxBBox[1], ls.maxBBox[2]));
- rep->setBBox(bbox);
- shape->AddRep(rep);
-
- currentMesh->AddChild(shape);
- _Scene->AddChild(currentMesh);
+ if (numFaces == 0) {
+ MEM_freeN(mlooptri);
+ return;
+ }
+
+ // We allocate memory for the meshes to be imported
+ NodeGroup *currentMesh = new NodeGroup;
+ NodeShape *shape = new NodeShape;
+
+ unsigned vSize = 3 * 3 * numFaces;
+ float *vertices = new float[vSize];
+ unsigned nSize = vSize;
+ float *normals = new float[nSize];
+ unsigned *numVertexPerFaces = new unsigned[numFaces];
+ vector<Material *> meshMaterials;
+ vector<FrsMaterial> meshFrsMaterials;
+
+ IndexedFaceSet::TRIANGLES_STYLE *faceStyle = new IndexedFaceSet::TRIANGLES_STYLE[numFaces];
+ unsigned i;
+ for (i = 0; i < numFaces; i++) {
+ faceStyle[i] = IndexedFaceSet::TRIANGLES;
+ numVertexPerFaces[i] = 3;
+ }
+
+ IndexedFaceSet::FaceEdgeMark *faceEdgeMarks = new IndexedFaceSet::FaceEdgeMark[numFaces];
+
+ unsigned viSize = 3 * numFaces;
+ unsigned *VIndices = new unsigned[viSize];
+ unsigned niSize = viSize;
+ unsigned *NIndices = new unsigned[niSize];
+ unsigned *MIndices = new unsigned[viSize]; // Material Indices
+
+ struct LoaderState ls;
+ ls.pv = vertices;
+ ls.pn = normals;
+ ls.pm = faceEdgeMarks;
+ ls.pvi = VIndices;
+ ls.pni = NIndices;
+ ls.pmi = MIndices;
+ ls.currentIndex = 0;
+ ls.currentMIndex = 0;
+
+ FrsMaterial tmpMat;
+
+ // We parse the vlak nodes again and import meshes while applying the clipping
+ // by the near and far view planes.
+ for (int a = 0; a < tottri; a++) {
+ const MLoopTri *lt = &mlooptri[a];
+ const MPoly *mp = &mpoly[lt->poly];
+ Material *mat = give_current_material(ob, mp->mat_nr + 1);
+
+ copy_v3_v3(v1, mvert[mloop[lt->tri[0]].v].co);
+ copy_v3_v3(v2, mvert[mloop[lt->tri[1]].v].co);
+ copy_v3_v3(v3, mvert[mloop[lt->tri[2]].v].co);
+
+ mul_m4_v3(obmat, v1);
+ mul_m4_v3(obmat, v2);
+ mul_m4_v3(obmat, v3);
+
+ v1[2] += _z_offset;
+ v2[2] += _z_offset;
+ v3[2] += _z_offset;
+
+ if (_smooth && (mp->flag & ME_SMOOTH) && lnors) {
+ copy_v3_v3(n1, lnors[lt->tri[0]]);
+ copy_v3_v3(n2, lnors[lt->tri[1]]);
+ copy_v3_v3(n3, lnors[lt->tri[2]]);
+
+ mul_mat3_m4_v3(nmat, n1);
+ mul_mat3_m4_v3(nmat, n2);
+ mul_mat3_m4_v3(nmat, n3);
+
+ normalize_v3(n1);
+ normalize_v3(n2);
+ normalize_v3(n3);
+ }
+ else {
+ normal_tri_v3(facenormal, v3, v2, v1);
+
+ copy_v3_v3(n1, facenormal);
+ copy_v3_v3(n2, facenormal);
+ copy_v3_v3(n3, facenormal);
+ }
+
+ unsigned int numTris = countClippedFaces(v1, v2, v3, clip);
+ if (numTris == 0)
+ continue;
+
+ bool fm = (ffa) ? (ffa[lt->poly].flag & FREESTYLE_FACE_MARK) != 0 : false;
+ bool em1 = false, em2 = false, em3 = false;
+
+ if (fed) {
+ em1 = testEdgeMark(me, fed, lt, 0);
+ em2 = testEdgeMark(me, fed, lt, 1);
+ em3 = testEdgeMark(me, fed, lt, 2);
+ }
+
+ if (mat) {
+ tmpMat.setLine(mat->line_col[0], mat->line_col[1], mat->line_col[2], mat->line_col[3]);
+ tmpMat.setDiffuse(mat->r, mat->g, mat->b, 1.0f);
+ tmpMat.setSpecular(mat->specr, mat->specg, mat->specb, 1.0f);
+ tmpMat.setShininess(128.f);
+ tmpMat.setPriority(mat->line_priority);
+ }
+
+ if (meshMaterials.empty()) {
+ meshMaterials.push_back(mat);
+ meshFrsMaterials.push_back(tmpMat);
+ shape->setFrsMaterial(tmpMat);
+ }
+ else {
+ // find if the Blender material is already in the list
+ unsigned int i = 0;
+ bool found = false;
+
+ for (vector<Material *>::iterator it = meshMaterials.begin(), itend = meshMaterials.end();
+ it != itend;
+ it++, i++) {
+ if (*it == mat) {
+ ls.currentMIndex = i;
+ found = true;
+ break;
+ }
+ }
+
+ if (!found) {
+ meshMaterials.push_back(mat);
+ meshFrsMaterials.push_back(tmpMat);
+ ls.currentMIndex = meshFrsMaterials.size() - 1;
+ }
+ }
+
+ float triCoords[5][3], triNormals[5][3];
+ bool edgeMarks[5]; // edgeMarks[i] is for the edge between i-th and (i+1)-th vertices
+
+ clipTriangle(
+ numTris, triCoords, v1, v2, v3, triNormals, n1, n2, n3, edgeMarks, em1, em2, em3, clip);
+ for (i = 0; i < numTris; i++) {
+ addTriangle(&ls,
+ triCoords[0],
+ triCoords[i + 1],
+ triCoords[i + 2],
+ triNormals[0],
+ triNormals[i + 1],
+ triNormals[i + 2],
+ fm,
+ (i == 0) ? edgeMarks[0] : false,
+ edgeMarks[i + 1],
+ (i == numTris - 1) ? edgeMarks[i + 2] : false);
+ _numFacesRead++;
+ }
+ }
+
+ MEM_freeN(mlooptri);
+
+ // We might have several times the same vertex. We want a clean
+ // shape with no real-vertex. Here, we are making a cleaning pass.
+ float *cleanVertices = NULL;
+ unsigned int cvSize;
+ unsigned int *cleanVIndices = NULL;
+
+ GeomCleaner::CleanIndexedVertexArray(
+ vertices, vSize, VIndices, viSize, &cleanVertices, &cvSize, &cleanVIndices);
+
+ float *cleanNormals = NULL;
+ unsigned int cnSize;
+ unsigned int *cleanNIndices = NULL;
+
+ GeomCleaner::CleanIndexedVertexArray(
+ normals, nSize, NIndices, niSize, &cleanNormals, &cnSize, &cleanNIndices);
+
+ // format materials array
+ FrsMaterial **marray = new FrsMaterial *[meshFrsMaterials.size()];
+ unsigned int mindex = 0;
+ for (vector<FrsMaterial>::iterator m = meshFrsMaterials.begin(), mend = meshFrsMaterials.end();
+ m != mend;
+ ++m) {
+ marray[mindex] = new FrsMaterial(*m);
+ ++mindex;
+ }
+
+ // deallocates memory:
+ delete[] vertices;
+ delete[] normals;
+ delete[] VIndices;
+ delete[] NIndices;
+
+ // Fix for degenerated triangles
+ // A degenerate triangle is a triangle such that
+ // 1) A and B are in the same position in the 3D space; or
+ // 2) the distance between point P and line segment AB is zero.
+ // Only those degenerate triangles in the second form are resolved here
+ // by adding a small offset to P, whereas those in the first form are
+ // addressed later in WShape::MakeFace().
+ vector<detri_t> detriList;
+ Vec3r zero(0.0, 0.0, 0.0);
+ unsigned vi0, vi1, vi2;
+ for (i = 0; i < viSize; i += 3) {
+ detri_t detri;
+ vi0 = cleanVIndices[i];
+ vi1 = cleanVIndices[i + 1];
+ vi2 = cleanVIndices[i + 2];
+ Vec3r v0(cleanVertices[vi0], cleanVertices[vi0 + 1], cleanVertices[vi0 + 2]);
+ Vec3r v1(cleanVertices[vi1], cleanVertices[vi1 + 1], cleanVertices[vi1 + 2]);
+ Vec3r v2(cleanVertices[vi2], cleanVertices[vi2 + 1], cleanVertices[vi2 + 2]);
+ if (v0 == v1 || v0 == v2 || v1 == v2) {
+ continue; // do nothing for now
+ }
+ else if (GeomUtils::distPointSegment<Vec3r>(v0, v1, v2) < 1.0e-6) {
+ detri.viP = vi0;
+ detri.viA = vi1;
+ detri.viB = vi2;
+ }
+ else if (GeomUtils::distPointSegment<Vec3r>(v1, v0, v2) < 1.0e-6) {
+ detri.viP = vi1;
+ detri.viA = vi0;
+ detri.viB = vi2;
+ }
+ else if (GeomUtils::distPointSegment<Vec3r>(v2, v0, v1) < 1.0e-6) {
+ detri.viP = vi2;
+ detri.viA = vi0;
+ detri.viB = vi1;
+ }
+ else {
+ continue;
+ }
+
+ detri.v = zero;
+ detri.n = 0;
+ for (unsigned int j = 0; j < viSize; j += 3) {
+ if (i == j)
+ continue;
+ vi0 = cleanVIndices[j];
+ vi1 = cleanVIndices[j + 1];
+ vi2 = cleanVIndices[j + 2];
+ Vec3r v0(cleanVertices[vi0], cleanVertices[vi0 + 1], cleanVertices[vi0 + 2]);
+ Vec3r v1(cleanVertices[vi1], cleanVertices[vi1 + 1], cleanVertices[vi1 + 2]);
+ Vec3r v2(cleanVertices[vi2], cleanVertices[vi2 + 1], cleanVertices[vi2 + 2]);
+ if (detri.viP == vi0 && (detri.viA == vi1 || detri.viB == vi1)) {
+ detri.v += (v2 - v0);
+ detri.n++;
+ }
+ else if (detri.viP == vi0 && (detri.viA == vi2 || detri.viB == vi2)) {
+ detri.v += (v1 - v0);
+ detri.n++;
+ }
+ else if (detri.viP == vi1 && (detri.viA == vi0 || detri.viB == vi0)) {
+ detri.v += (v2 - v1);
+ detri.n++;
+ }
+ else if (detri.viP == vi1 && (detri.viA == vi2 || detri.viB == vi2)) {
+ detri.v += (v0 - v1);
+ detri.n++;
+ }
+ else if (detri.viP == vi2 && (detri.viA == vi0 || detri.viB == vi0)) {
+ detri.v += (v1 - v2);
+ detri.n++;
+ }
+ else if (detri.viP == vi2 && (detri.viA == vi1 || detri.viB == vi1)) {
+ detri.v += (v0 - v2);
+ detri.n++;
+ }
+ }
+ if (detri.n > 0) {
+ detri.v.normalizeSafe();
+ }
+ detriList.push_back(detri);
+ }
+
+ if (detriList.size() > 0) {
+ vector<detri_t>::iterator v;
+ for (v = detriList.begin(); v != detriList.end(); v++) {
+ detri_t detri = (*v);
+ if (detri.n == 0) {
+ cleanVertices[detri.viP] = cleanVertices[detri.viA];
+ cleanVertices[detri.viP + 1] = cleanVertices[detri.viA + 1];
+ cleanVertices[detri.viP + 2] = cleanVertices[detri.viA + 2];
+ }
+ else if (detri.v.norm() > 0.0) {
+ cleanVertices[detri.viP] += 1.0e-5 * detri.v.x();
+ cleanVertices[detri.viP + 1] += 1.0e-5 * detri.v.y();
+ cleanVertices[detri.viP + 2] += 1.0e-5 * detri.v.z();
+ }
+ }
+ if (G.debug & G_DEBUG_FREESTYLE) {
+ printf("Warning: Object %s contains %lu degenerated triangle%s (strokes may be incorrect)\n",
+ name,
+ (long unsigned int)detriList.size(),
+ (detriList.size() > 1) ? "s" : "");
+ }
+ }
+
+ // Create the IndexedFaceSet with the retrieved attributes
+ IndexedFaceSet *rep;
+ rep = new IndexedFaceSet(cleanVertices,
+ cvSize,
+ cleanNormals,
+ cnSize,
+ marray,
+ meshFrsMaterials.size(),
+ 0,
+ 0,
+ numFaces,
+ numVertexPerFaces,
+ faceStyle,
+ faceEdgeMarks,
+ cleanVIndices,
+ viSize,
+ cleanNIndices,
+ niSize,
+ MIndices,
+ viSize,
+ 0,
+ 0,
+ 0);
+ // sets the id of the rep
+ rep->setId(Id(id, 0));
+ rep->setName(ob->id.name + 2);
+ rep->setLibraryPath(ob->id.lib ? ob->id.lib->name : "");
+
+ const BBox<Vec3r> bbox = BBox<Vec3r>(Vec3r(ls.minBBox[0], ls.minBBox[1], ls.minBBox[2]),
+ Vec3r(ls.maxBBox[0], ls.maxBBox[1], ls.maxBBox[2]));
+ rep->setBBox(bbox);
+ shape->AddRep(rep);
+
+ currentMesh->AddChild(shape);
+ _Scene->AddChild(currentMesh);
}
} /* namespace Freestyle */