diff options
Diffstat (limited to 'source/blender/freestyle/intern/blender_interface/BlenderFileLoader.cpp')
-rw-r--r-- | source/blender/freestyle/intern/blender_interface/BlenderFileLoader.cpp | 468 |
1 files changed, 468 insertions, 0 deletions
diff --git a/source/blender/freestyle/intern/blender_interface/BlenderFileLoader.cpp b/source/blender/freestyle/intern/blender_interface/BlenderFileLoader.cpp new file mode 100644 index 00000000000..3cff4d2cc33 --- /dev/null +++ b/source/blender/freestyle/intern/blender_interface/BlenderFileLoader.cpp @@ -0,0 +1,468 @@ +#include "BlenderFileLoader.h" + +#include <assert.h> + +BlenderFileLoader::BlenderFileLoader(Render *re, SceneRenderLayer* srl) +{ + _re = re; + _srl = srl; + _Scene = NULL; + _numFacesRead = 0; + _minEdgeSize = DBL_MAX; + _smooth = (srl->freestyleConfig.flags & FREESTYLE_FACE_SMOOTHNESS_FLAG) != 0; +} + +BlenderFileLoader::~BlenderFileLoader() +{ + _Scene = NULL; +} + +NodeGroup* BlenderFileLoader::Load() +{ + ObjectInstanceRen *obi; + + 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; + _z_near= -_re->clipsta; + _z_far= -_re->clipend; +#if 0 + cout << "frustrum: l " << _viewplane_left << " r " << _viewplane_right + << " b " << _viewplane_bottom << " t " << _viewplane_top + << " n " << _z_near << " f " << _z_far << endl; +#endif + + int id = 0; + for(obi= (ObjectInstanceRen *) _re->instancetable.first; obi; obi=obi->next) { + if (!(obi->lay & _re->scene->lay & _srl->lay)) + continue; + char *name = obi->ob->id.name; + //cout << name[0] << name[1] << ":" << (name+2) <<; + //print_m4("obi->mat", obi->mat); + + if( obi->obr->totvlak > 0) + insertShapeNode(obi, ++id); + else + cout << "Warning: " << (name+2) << " is not a vlak-based object (ignored)" << endl; + } + + //Returns the built scene. + return _Scene; +} + +#define CLIPPED_BY_NEAR -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; + + 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; + } +// printf("%d %s\n", i, (clip[i] == NOT_CLIPPED) ? "not" : (clip[i] == CLIPPED_BY_NEAR) ? "near" : "far"); + 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 +// a clipping plane at depth Z (i.e., the Z component of C is known, while +// the X and Y components are unknown). +void BlenderFileLoader::clipLine(float v1[3], float v2[3], float c[3], float z) +{ + double d[3]; + for (int i = 0; i < 3; i++) + d[i] = v2[i] - v1[i]; + double t = (z - v1[2]) / d[2]; + c[0] = v1[0] + t * d[0]; + c[1] = v1[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], int clip[3]) +{ + float *v[3], *n[3]; + int i, j, k; + + v[0] = v1; n[0] = n1; + v[1] = v2; n[1] = n2; + v[2] = v3; n[2] = n3; + 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]); + 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]); + 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]); + 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]); + k++; + clipLine(v[i], v[j], triCoords[k], (clip[j] == CLIPPED_BY_NEAR) ? _z_near : _z_far); + copy_v3_v3(triNormals[k], n[j]); + k++; + } + } + } + assert (k == 2 + numTris); +} + +void BlenderFileLoader::addTriangle(struct LoaderState *ls, float v1[3], float v2[3], float v3[3], + float n1[3], float n2[3], float n3[3]) +{ + float *fv[3], *fn[3], len; + unsigned i, j; + + // 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]; + } + + len = len_v3v3(fv[i], fv[(i + 1) % 3]); + if (_minEdgeSize > len) + _minEdgeSize = len; + + *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++; + } +} + +void BlenderFileLoader::insertShapeNode(ObjectInstanceRen *obi, int id) +{ + ObjectRen *obr = obi->obr; + + // We parse vlak nodes and count the number of faces after the clipping by + // the near and far view planes is applied (Note: mesh vertices are in the + // camera coordinate system). + VlakRen *vlr; + unsigned numFaces = 0; + float v1[3], v2[3], v3[3], v4[3]; + float n1[3], n2[3], n3[3], n4[3], facenormal[3]; + int clip_1[3], clip_2[3]; + int wire_material = 0; + for(int a=0; a < obr->totvlak; a++) { + if((a & 255)==0) vlr= obr->vlaknodes[a>>8].vlak; + else vlr++; + if (vlr->mat->material_type == MA_TYPE_WIRE) { + wire_material = 1; + continue; + } + copy_v3_v3(v1, vlr->v1->co); + copy_v3_v3(v2, vlr->v2->co); + copy_v3_v3(v3, vlr->v3->co); + if (vlr->v4) copy_v3_v3(v4, vlr->v4->co); + if (obi->flag & R_TRANSFORMED) { + mul_m4_v3(obi->mat, v1); + mul_m4_v3(obi->mat, v2); + mul_m4_v3(obi->mat, v3); + if (vlr->v4) mul_m4_v3(obi->mat, v4); + } +// print_v3("v1", v1); +// print_v3("v2", v2); +// print_v3("v3", v3); +// if (vlr->v4) print_v3("v4", v4); + numFaces += countClippedFaces(v1, v2, v3, clip_1); + if (vlr->v4) + numFaces += countClippedFaces(v1, v3, v4, clip_2); + } + if (wire_material) + cout << "Warning: some faces have wire materials (ignored)" << endl; +// cout <<"numFaces " <<numFaces<<endl; + if (numFaces == 0) + return; + + // We allocate memory for the meshes to be imported + NodeTransform *currentMesh = new NodeTransform; + 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<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; + } + + 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.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. + int p; + for(p=0; p < obr->totvlak; ++p) // we parse the faces of the mesh + { + // Lib3dsFace *f=&mesh->faceL[p]; + // Lib3dsMaterial *mat=0; + if((p & 255)==0) vlr = obr->vlaknodes[p>>8].vlak; + else vlr++; + copy_v3_v3(v1, vlr->v1->co); + copy_v3_v3(v2, vlr->v2->co); + copy_v3_v3(v3, vlr->v3->co); + if (vlr->v4) copy_v3_v3(v4, vlr->v4->co); + if (obi->flag & R_TRANSFORMED) { + mul_m4_v3(obi->mat, v1); + mul_m4_v3(obi->mat, v2); + mul_m4_v3(obi->mat, v3); + if (vlr->v4) mul_m4_v3(obi->mat, v4); + } + if (_smooth && (vlr->flag & R_SMOOTH)) { + copy_v3_v3(n1, vlr->v1->n); + copy_v3_v3(n2, vlr->v2->n); + copy_v3_v3(n3, vlr->v3->n); + if (vlr->v4) copy_v3_v3(n4, vlr->v4->n); + if (obi->flag & R_TRANSFORMED) { + mul_m3_v3(obi->nmat, n1); + mul_m3_v3(obi->nmat, n2); + mul_m3_v3(obi->nmat, n3); + normalize_v3(n1); + normalize_v3(n2); + normalize_v3(n3); + if (vlr->v4) { + mul_m3_v3(obi->nmat, n4); + normalize_v3(n4); + } + } + } else { + RE_vlakren_get_normal(_re, obi, vlr, facenormal); + copy_v3_v3(n1, facenormal); + copy_v3_v3(n2, facenormal); + copy_v3_v3(n3, facenormal); + if (vlr->v4) copy_v3_v3(n4, facenormal); + } + + unsigned numTris_1, numTris_2; + numTris_1 = countClippedFaces(v1, v2, v3, clip_1); + numTris_2 = (vlr->v4) ? countClippedFaces(v1, v3, v4, clip_2) : 0; + if (numTris_1 == 0 && numTris_2 == 0) + continue; + + Material *mat = vlr->mat; + + if (mat) + { + tmpMat.setDiffuse( mat->r, mat->g, mat->b, mat->alpha ); + tmpMat.setSpecular( mat->specr, mat->specg, mat->specb, mat->spectra); + float s = 1.0 * (mat->har + 1) / 4 ; // in Blender: [1;511] => in OpenGL: [0;128] + if(s > 128.f) + s = 128.f; + tmpMat.setShininess(s); + } + + if(meshFrsMaterials.empty()) + { + meshFrsMaterials.push_back(tmpMat); + shape->setFrsMaterial(tmpMat); + } else { + // find if the material is aleady in the list + unsigned i=0; + bool found = false; + + for(vector<FrsMaterial>::iterator it=meshFrsMaterials.begin(), itend=meshFrsMaterials.end(); + it!=itend; + ++it){ + if(*it == tmpMat){ + ls.currentMIndex = i; + found = true; + break; + } + ++i; + } + + if(!found){ + meshFrsMaterials.push_back(tmpMat); + ls.currentMIndex = meshFrsMaterials.size()-1; + } + } + + float triCoords[5][3], triNormals[5][3]; + + if (numTris_1 > 0) { + clipTriangle(numTris_1, triCoords, v1, v2, v3, triNormals, n1, n2, n3, clip_1); + for (i = 0; i < numTris_1; i++) { + addTriangle(&ls, triCoords[0], triCoords[i+1], triCoords[i+2], + triNormals[0], triNormals[i+1], triNormals[i+2]); + _numFacesRead++; + } + } + + if (numTris_2 > 0) { + clipTriangle(numTris_2, triCoords, v1, v3, v4, triNormals, n1, n3, n4, clip_2); + for (i = 0; i < numTris_2; i++) { + addTriangle(&ls, triCoords[0], triCoords[i+1], triCoords[i+2], + triNormals[0], triNormals[i+1], triNormals[i+2]); + _numFacesRead++; + } + } + } + + // We might have several times the same vertex. We want a clean + // shape with no real-vertex. Here, we are making a cleaning + // pass. + real *cleanVertices = NULL; + unsigned cvSize; + unsigned *cleanVIndices = NULL; + + GeomCleaner::CleanIndexedVertexArray( + vertices, vSize, + VIndices, viSize, + &cleanVertices, &cvSize, + &cleanVIndices); + + real *cleanNormals = NULL; + unsigned cnSize; + unsigned *cleanNIndices = NULL; + + GeomCleaner::CleanIndexedVertexArray( + normals, nSize, + NIndices, niSize, + &cleanNormals, &cnSize, + &cleanNIndices); + + // format materials array + FrsMaterial** marray = new FrsMaterial*[meshFrsMaterials.size()]; + unsigned 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; + + // Create the IndexedFaceSet with the retrieved attributes + IndexedFaceSet *rep; + rep = new IndexedFaceSet(cleanVertices, cvSize, + cleanNormals, cnSize, + marray, meshFrsMaterials.size(), + 0, 0, + numFaces, numVertexPerFaces, faceStyle, + cleanVIndices, viSize, + cleanNIndices, niSize, + MIndices, viSize, + 0,0, + 0); + // sets the id of the rep + rep->setId(Id(id, 0)); + rep->setName(obi->ob->id.name+2); + + 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); + + Matrix44r meshMat = Matrix44r::identity(); + currentMesh->setMatrix(meshMat); + currentMesh->Translate(0,0,0); + + currentMesh->AddChild(shape); + _Scene->AddChild(currentMesh); + +} |