Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'source/blender/freestyle/intern/blender_interface/BlenderFileLoader.cpp')
-rw-r--r--source/blender/freestyle/intern/blender_interface/BlenderFileLoader.cpp584
1 files changed, 327 insertions, 257 deletions
diff --git a/source/blender/freestyle/intern/blender_interface/BlenderFileLoader.cpp b/source/blender/freestyle/intern/blender_interface/BlenderFileLoader.cpp
index 8f2c00bf0f7..ea20f8255b1 100644
--- a/source/blender/freestyle/intern/blender_interface/BlenderFileLoader.cpp
+++ b/source/blender/freestyle/intern/blender_interface/BlenderFileLoader.cpp
@@ -1,7 +1,38 @@
-#include "BlenderFileLoader.h"
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2010 Blender Foundation.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): none yet.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file blender/freestyle/intern/blender_interface/BlenderFileLoader.cpp
+ * \ingroup freestyle
+ */
#include <assert.h>
+#include "BlenderFileLoader.h"
+
BlenderFileLoader::BlenderFileLoader(Render *re, SceneRenderLayer* srl)
{
_re = re;
@@ -26,20 +57,20 @@ NodeGroup* BlenderFileLoader::Load()
// 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;
+ _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 << "Frustum: l " << _viewplane_left << " r " << _viewplane_right
- << " b " << _viewplane_bottom << " t " << _viewplane_top
- << " n " << _z_near << " f " << _z_far << endl;
+ << " 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) {
+ for (obi = (ObjectInstanceRen *)_re->instancetable.first; obi; obi = obi->next) {
if (_pRenderMonitor && _pRenderMonitor->testBreak())
break;
if (!(obi->lay & _srl->lay))
@@ -48,13 +79,13 @@ NodeGroup* BlenderFileLoader::Load()
//cout << name[0] << name[1] << ":" << (name+2) <<;
//print_m4("obi->mat", obi->mat);
- if( obi->obr->totvlak > 0)
+ 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 the built scene.
return _Scene;
}
@@ -77,13 +108,15 @@ int BlenderFileLoader::countClippedFaces(float v1[3], float v2[3], float v3[3],
if (v[i][2] > _z_near) {
clip[i] = CLIPPED_BY_NEAR;
numClipped++;
- } else if (v[i][2] < _z_far) {
+ }
+ else if (v[i][2] < _z_far) {
clip[i] = CLIPPED_BY_FAR;
numClipped++;
- } else {
+ }
+ else {
clip[i] = NOT_CLIPPED;
}
-// printf("%d %s\n", i, (clip[i] == NOT_CLIPPED) ? "not" : (clip[i] == CLIPPED_BY_NEAR) ? "near" : "far");
+ //printf("%d %s\n", i, (clip[i] == NOT_CLIPPED) ? "not" : (clip[i] == CLIPPED_BY_NEAR) ? "near" : "far");
sum += clip[i];
}
switch (numClipped) {
@@ -120,7 +153,8 @@ void BlenderFileLoader::clipLine(float v1[3], float v2[3], float c[3], float z)
if (v1[2] < v2[2]) {
p = v1;
q = v2;
- } else {
+ }
+ else {
p = v2;
q = v1;
}
@@ -137,8 +171,8 @@ void BlenderFileLoader::clipLine(float v1[3], float v2[3], float c[3], float z)
// 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])
+ 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];
@@ -164,13 +198,15 @@ void BlenderFileLoader::clipTriangle(int numTris, float triCoords[][3], float v1
edgeMarks[k] = false;
k++;
}
- } else if (clip[i] != clip[j]) {
+ }
+ 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 {
+ }
+ 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];
@@ -182,15 +218,15 @@ void BlenderFileLoader::clipTriangle(int numTris, float triCoords[][3], float v1
}
}
}
- assert (k == 2 + numTris);
+ 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],
- bool fm, bool em1, bool em2, bool em3)
+ float n1[3], float n2[3], float n3[3],
+ bool fm, bool em1, bool em2, bool em3)
{
float *fv[3], *fn[3], len;
- unsigned i, j;
+ unsigned int i, j;
IndexedFaceSet::FaceEdgeMark marks = 0;
// initialize the bounding box by the first vertex
@@ -208,24 +244,23 @@ void BlenderFileLoader::addTriangle(struct LoaderState *ls, float v1[3], float v
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];
+ 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 (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;
-
+ _minEdgeSize = len;
+
*ls->pvi = ls->currentIndex;
*ls->pni = ls->currentIndex;
*ls->pmi = ls->currentMIndex;
- ls->currentIndex +=3;
+ ls->currentIndex += 3;
ls->pv += 3;
ls->pn += 3;
@@ -233,11 +268,16 @@ void BlenderFileLoader::addTriangle(struct LoaderState *ls, float v1[3], float v
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;
+
+ 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:
@@ -246,20 +286,32 @@ 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])
{
- //float area = area_tri_v3(v1, v2, v3);
- //bool verbose = (area < 1e-6);
+#if 0
+ 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 (verbose) printf("BlenderFileLoader::testDegenerateTriangle = 1\n");
+#if 0
+ if (verbose)
+ printf("BlenderFileLoader::testDegenerateTriangle = 1\n");
+#endif
return 1;
}
- if (dist_to_line_segment_v3(v1, v2, v3) < 1e-6 ||
- dist_to_line_segment_v3(v2, v1, v3) < 1e-6 ||
- dist_to_line_segment_v3(v3, v1, v2) < 1e-6) {
- //if (verbose) printf("BlenderFileLoader::testDegenerateTriangle = 2\n");
+ if (dist_to_line_segment_v3(v1, v2, v3) < 1.0e-6 ||
+ dist_to_line_segment_v3(v2, v1, v3) < 1.0e-6 ||
+ dist_to_line_segment_v3(v3, v1, v2) < 1.0e-6)
+ {
+#if 0
+ if (verbose)
+ printf("BlenderFileLoader::testDegenerateTriangle = 2\n");
+#endif
return 2;
}
- //if (verbose) printf("BlenderFileLoader::testDegenerateTriangle = 0\n");
+#if 0
+ if (verbose)
+ printf("BlenderFileLoader::testDegenerateTriangle = 0\n");
+#endif
return 0;
}
@@ -280,7 +332,7 @@ bool BlenderFileLoader::testEdgeRotation(float v1[3], float v2[3], float v3[3],
void BlenderFileLoader::insertShapeNode(ObjectInstanceRen *obi, int id)
{
ObjectRen *obr = obi->obr;
- char *name = obi->ob->id.name+2;
+ char *name = obi->ob->id.name + 2;
// 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
@@ -291,9 +343,11 @@ void BlenderFileLoader::insertShapeNode(ObjectInstanceRen *obi, int id)
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++;
+ 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;
@@ -301,58 +355,64 @@ void BlenderFileLoader::insertShapeNode(ObjectInstanceRen *obi, int id)
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 (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 (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);
+#if 0
+ print_v3("v1", v1);
+ print_v3("v2", v2);
+ print_v3("v3", v3);
+ if (vlr->v4)
+ print_v3("v4", v4);
+#endif
if (!vlr->v4 || !testEdgeRotation(v1, v2, v3, v4)) {
numFaces += countClippedFaces(v1, v2, v3, clip_1);
if (vlr->v4)
numFaces += countClippedFaces(v1, v3, v4, clip_2);
- } else {
+ }
+ else {
numFaces += countClippedFaces(v1, v2, v4, clip_1);
numFaces += countClippedFaces(v2, v3, v4, clip_2);
}
}
if (wire_material)
printf("Warning: Object %s has wire materials (ignored)\n", name);
-// cout <<"numFaces " <<numFaces<<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;
+ NodeShape *shape = new NodeShape;
- unsigned vSize = 3*3*numFaces;
+ 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;
+ faceStyle[i] = IndexedFaceSet::TRIANGLES;
+ numVertexPerFaces[i] = 3;
}
IndexedFaceSet::FaceEdgeMark *faceEdgeMarks = new IndexedFaceSet::FaceEdgeMark[numFaces];
-
- unsigned viSize = 3*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;
@@ -362,185 +422,190 @@ void BlenderFileLoader::insertShapeNode(ObjectInstanceRen *obi, int id)
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);
+ for (p = 0; p < obr->totvlak; ++p) { // we parse the faces of the mesh
+#if 0
+ Lib3dsFace *f = &mesh->faceL[p];
+ Lib3dsMaterial *mat = NULL;
+#endif
+ 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_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);
- }
+ 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);
}
+ }
+ 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;
- bool edge_rotation;
- if (!vlr->v4 || !testEdgeRotation(v1, v2, v3, v4)) {
- numTris_1 = countClippedFaces(v1, v2, v3, clip_1);
- numTris_2 = (!vlr->v4) ? 0 : countClippedFaces(v1, v3, v4, clip_2);
- edge_rotation = false;
- } else {
- numTris_1 = countClippedFaces(v1, v2, v4, clip_1);
- numTris_2 = countClippedFaces(v2, v3, v4, clip_2);
- edge_rotation = true;
- printf("BlenderFileLoader::insertShapeNode: edge rotation is performed.\n");
- }
- if (numTris_1 == 0 && numTris_2 == 0)
- continue;
- bool fm, em1, em2, em3, em4;
- fm = (vlr->flag & ME_FREESTYLE_FACE) != 0;
- em1= (vlr->freestyle_edge_mark & R_EDGE_V1V2) != 0;
- em2= (vlr->freestyle_edge_mark & R_EDGE_V2V3) != 0;
- if (!vlr->v4) {
- em3= (vlr->freestyle_edge_mark & R_EDGE_V3V1) != 0;
- em4= false;
- } else {
- em3= (vlr->freestyle_edge_mark & R_EDGE_V3V4) != 0;
- em4= (vlr->freestyle_edge_mark & R_EDGE_V4V1) != 0;
- }
+ unsigned int numTris_1, numTris_2;
+ bool edge_rotation;
+ if (!vlr->v4 || !testEdgeRotation(v1, v2, v3, v4)) {
+ numTris_1 = countClippedFaces(v1, v2, v3, clip_1);
+ numTris_2 = (!vlr->v4) ? 0 : countClippedFaces(v1, v3, v4, clip_2);
+ edge_rotation = false;
+ }
+ else {
+ numTris_1 = countClippedFaces(v1, v2, v4, clip_1);
+ numTris_2 = countClippedFaces(v2, v3, v4, clip_2);
+ edge_rotation = true;
+ printf("BlenderFileLoader::insertShapeNode: edge rotation is performed.\n");
+ }
+ if (numTris_1 == 0 && numTris_2 == 0)
+ continue;
+ bool fm, em1, em2, em3, em4;
+ fm = (vlr->flag & ME_FREESTYLE_FACE) != 0;
+ em1 = (vlr->freestyle_edge_mark & R_EDGE_V1V2) != 0;
+ em2 = (vlr->freestyle_edge_mark & R_EDGE_V2V3) != 0;
+ if (!vlr->v4) {
+ em3 = (vlr->freestyle_edge_mark & R_EDGE_V3V1) != 0;
+ em4 = false;
+ }
+ else {
+ em3 = (vlr->freestyle_edge_mark & R_EDGE_V3V4) != 0;
+ em4 = (vlr->freestyle_edge_mark & R_EDGE_V4V1) != 0;
+ }
+
+ 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);
+ }
- Material *mat = vlr->mat;
-
- if (mat)
+ if (meshFrsMaterials.empty()) {
+ meshFrsMaterials.push_back(tmpMat);
+ shape->setFrsMaterial(tmpMat);
+ }
+ else {
+ // find if the material is aleady in the list
+ unsigned int i = 0;
+ bool found = false;
+
+ for (vector<FrsMaterial>::iterator it = meshFrsMaterials.begin(), itend = meshFrsMaterials.end();
+ it != itend;
+ it++, i++)
{
- 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 (*it == tmpMat) {
+ ls.currentMIndex = i;
+ found = true;
+ break;
+ }
}
-
- if(meshFrsMaterials.empty())
- {
+
+ if (!found) {
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];
- bool edgeMarks[5]; // edgeMarks[i] is for the edge between i-th and (i+1)-th vertices
-
- if (numTris_1 > 0) {
- if (!edge_rotation)
- clipTriangle(numTris_1, triCoords, v1, v2, v3, triNormals, n1, n2, n3,
- edgeMarks, em1, em2, (!vlr->v4) ? em3 : false, clip_1);
- else
- clipTriangle(numTris_1, triCoords, v1, v2, v4, triNormals, n1, n2, n4,
- edgeMarks, em1, false, em4, 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],
- fm, (i == 0) ? edgeMarks[0] : false, edgeMarks[i+1],
- (i == numTris_1 - 1) ? edgeMarks[i+2] : false);
- _numFacesRead++;
- }
+ ls.currentMIndex = meshFrsMaterials.size() - 1;
}
+ }
- if (numTris_2 > 0) {
- if (!edge_rotation)
- clipTriangle(numTris_2, triCoords, v1, v3, v4, triNormals, n1, n3, n4,
- edgeMarks, false, em3, em4, clip_2);
- else
- clipTriangle(numTris_2, triCoords, v2, v3, v4, triNormals, n2, n3, n4,
- edgeMarks, em2, em3, false, 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],
- fm, (i == 0) ? edgeMarks[0] : false, edgeMarks[i+1],
- (i == numTris_2 - 1) ? edgeMarks[i+2] : false);
- _numFacesRead++;
- }
+ float triCoords[5][3], triNormals[5][3];
+ bool edgeMarks[5]; // edgeMarks[i] is for the edge between i-th and (i+1)-th vertices
+
+ if (numTris_1 > 0) {
+ if (!edge_rotation) {
+ clipTriangle(numTris_1, triCoords, v1, v2, v3, triNormals, n1, n2, n3,
+ edgeMarks, em1, em2, (!vlr->v4) ? em3 : false, clip_1);
+ }
+ else {
+ clipTriangle(numTris_1, triCoords, v1, v2, v4, triNormals, n1, n2, n4,
+ edgeMarks, em1, false, em4, 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],
+ fm, (i == 0) ? edgeMarks[0] : false, edgeMarks[i+1],
+ (i == numTris_1 - 1) ? edgeMarks[i+2] : false);
+ _numFacesRead++;
}
+ }
+
+ if (numTris_2 > 0) {
+ if (!edge_rotation) {
+ clipTriangle(numTris_2, triCoords, v1, v3, v4, triNormals, n1, n3, n4,
+ edgeMarks, false, em3, em4, clip_2);
+ }
+ else {
+ clipTriangle(numTris_2, triCoords, v2, v3, v4, triNormals, n2, n3, n4,
+ edgeMarks, em2, em3, false, 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],
+ fm, (i == 0) ? edgeMarks[0] : false, edgeMarks[i+1],
+ (i == numTris_2 - 1) ? edgeMarks[i+2] : false);
+ _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.
+ // 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);
-
+ unsigned int cvSize;
+ unsigned int *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);
-
+ 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 mindex=0;
- for(vector<FrsMaterial>::iterator m=meshFrsMaterials.begin(), mend=meshFrsMaterials.end();
- m!=mend;
- ++m){
- marray[mindex] = new FrsMaterial(*m);
- ++mindex;
+ 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;
@@ -568,21 +633,28 @@ void BlenderFileLoader::insertShapeNode(ObjectInstanceRen *obi, int id)
if (v0 == v1 || v0 == v2 || v1 == v2) {
continue; // do nothing for now
}
- else if (GeomUtils::distPointSegment<Vec3r>(v0, v1, v2) < 1e-6) {
- detri.viP = vi0; detri.viA = vi1; detri.viB = vi2;
+ 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) < 1e-6) {
- detri.viP = vi1; detri.viA = vi0; 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) < 1e-6) {
- detri.viP = vi2; detri.viA = vi0; detri.viB = vi1;
+ 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 j = 0; j < viSize; j += 3) {
+ for (unsigned int j = 0; j < viSize; j += 3) {
if (i == j)
continue;
vi0 = cleanVIndices[j];
@@ -594,19 +666,24 @@ void BlenderFileLoader::insertShapeNode(ObjectInstanceRen *obi, int id)
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)) {
+ }
+ 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)) {
+ }
+ 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)) {
+ }
+ 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)) {
+ }
+ 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)) {
+ }
+ else if (detri.viP == vi2 && (detri.viA == vi1 || detri.viB == vi1)) {
detri.v += (v0 - v2);
detri.n++;
}
@@ -616,6 +693,7 @@ void BlenderFileLoader::insertShapeNode(ObjectInstanceRen *obi, int id)
}
detriList.push_back(detri);
}
+
if (detriList.size() > 0) {
vector<detri_t>::iterator v;
for (v = detriList.begin(); v != detriList.end(); v++) {
@@ -624,43 +702,35 @@ void BlenderFileLoader::insertShapeNode(ObjectInstanceRen *obi, int id)
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] += 1e-5 * detri.v.x();
- cleanVertices[detri.viP+1] += 1e-5 * detri.v.y();
- cleanVertices[detri.viP+2] += 1e-5 * detri.v.z();
+ }
+ 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();
}
}
printf("Warning: Object %s contains %lu degenerated triangle%s (strokes may be incorrect)\n",
- name, detriList.size(), (detriList.size() > 1) ? "s" : "");
+ name, 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);
+ 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(obi->ob->id.name+2);
-
- const BBox<Vec3r> bbox = BBox<Vec3r>(Vec3r(ls.minBBox[0], ls.minBBox[1], ls.minBBox[2]),
+ 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->Translate(0, 0, 0);
+
currentMesh->AddChild(shape);
_Scene->AddChild(currentMesh);
-
}