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Diffstat (limited to 'source/blender/freestyle/intern/view_map/ViewEdgeXBuilder.cpp')
-rwxr-xr-x | source/blender/freestyle/intern/view_map/ViewEdgeXBuilder.cpp | 666 |
1 files changed, 666 insertions, 0 deletions
diff --git a/source/blender/freestyle/intern/view_map/ViewEdgeXBuilder.cpp b/source/blender/freestyle/intern/view_map/ViewEdgeXBuilder.cpp new file mode 100755 index 00000000000..5f7b313aaf6 --- /dev/null +++ b/source/blender/freestyle/intern/view_map/ViewEdgeXBuilder.cpp @@ -0,0 +1,666 @@ +// +// Copyright (C) : Please refer to the COPYRIGHT file distributed +// with this source distribution. +// +// 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. +// +/////////////////////////////////////////////////////////////////////////////// + +#include "ViewEdgeXBuilder.h" +#include "../winged_edge/WXEdge.h" +#include "ViewMap.h" +#include "SilhouetteGeomEngine.h" +#include <list> + +using namespace std; + +void ViewEdgeXBuilder::Init(ViewShape *oVShape){ + if(0 == oVShape) + return; + + // for design conveniance, we store the current SShape. + _pCurrentSShape = oVShape->sshape(); + if(0 == _pCurrentSShape) + return; + + _pCurrentVShape = oVShape; + + // Reset previous data + //-------------------- + if(!_SVertexMap.empty()) + _SVertexMap.clear(); +} + +void ViewEdgeXBuilder::BuildViewEdges( WXShape *iWShape, ViewShape *oVShape, + vector<ViewEdge*>& ioVEdges, + vector<ViewVertex*>& ioVVertices, + vector<FEdge*>& ioFEdges, + vector<SVertex*>& ioSVertices){ + // Reinit structures + Init(oVShape); + + ViewEdge *vedge ; + // Let us build the smooth stuff + //---------------------------------------- + // We parse all faces to find the ones + // that contain smooth edges + vector<WFace*>& wfaces = iWShape->GetFaceList(); + vector<WFace*>::iterator wf, wfend; + WXFace *wxf; + for(wf=wfaces.begin(), wfend=wfaces.end(); + wf!=wfend; + wf++){ + wxf = dynamic_cast<WXFace*>(*wf); + if(false == ((wxf))->hasSmoothEdges()) // does it contain at least one smooth edge ? + continue; + // parse all smooth layers: + vector<WXFaceLayer*>& smoothLayers = wxf->getSmoothLayers(); + for(vector<WXFaceLayer*>::iterator sl = smoothLayers.begin(), slend=smoothLayers.end(); + sl!=slend; + ++sl){ + if(!(*sl)->hasSmoothEdge()) + continue; + if(stopSmoothViewEdge((*sl))) // has it been parsed already ? + continue; + // here we know that we're dealing with a face layer that has not been + // processed yet and that contains a smooth edge. + vedge = BuildSmoothViewEdge(OWXFaceLayer(*sl, true)); + } + } + + // Now let's build sharp view edges: + //---------------------------------- + // Reset all userdata for WXEdge structure + //---------------------------------------- + //iWShape->ResetUserData(); + + WXEdge * wxe; + vector<WEdge*>& wedges = iWShape->getEdgeList(); + // + //------------------------------ + for(vector<WEdge*>::iterator we=wedges.begin(),weend=wedges.end(); + we!=weend; + we++){ + wxe = dynamic_cast<WXEdge*>(*we); + if(Nature::NO_FEATURE == wxe->nature()) + continue; + + if(!stopSharpViewEdge(wxe)){ + bool b=true; + if(wxe->order() == -1) + b = false; + BuildSharpViewEdge(OWXEdge(wxe,b)); + } + } + + // Reset all userdata for WXEdge structure + //---------------------------------------- + iWShape->ResetUserData(); + + // Add all these new edges to the scene's feature edges list: + //----------------------------------------------------------- + vector<FEdge*>& newedges = _pCurrentSShape->getEdgeList(); + vector<SVertex*>& newVertices = _pCurrentSShape->getVertexList(); + vector<ViewVertex*>& newVVertices = _pCurrentVShape->vertices(); + vector<ViewEdge*>& newVEdges = _pCurrentVShape->edges(); + + // inserts in ioFEdges, at its end, all the edges of newedges + ioFEdges.insert(ioFEdges.end(), newedges.begin(), newedges.end()); + ioSVertices.insert(ioSVertices.end(), newVertices.begin(), newVertices.end()); + ioVVertices.insert(ioVVertices.end(), newVVertices.begin(), newVVertices.end()); + ioVEdges.insert(ioVEdges.end(), newVEdges.begin(), newVEdges.end()); + +} + +ViewEdge * ViewEdgeXBuilder::BuildSmoothViewEdge(const OWXFaceLayer& iFaceLayer){ + // Find first edge: + OWXFaceLayer first = iFaceLayer; + OWXFaceLayer currentFace = first; + + // bidirectional chaining. + // first direction + list<OWXFaceLayer> facesChain; + unsigned size = 0; + while(!stopSmoothViewEdge(currentFace.fl)){ + facesChain.push_back(currentFace); + ++size; + currentFace.fl->userdata = (void*)1; // processed + // Find the next edge! + currentFace = FindNextFaceLayer(currentFace); + } + OWXFaceLayer end = facesChain.back(); + // second direction + currentFace = FindPreviousFaceLayer(first); + while(!stopSmoothViewEdge(currentFace.fl)){ + facesChain.push_front(currentFace); + ++size; + currentFace.fl->userdata = (void*)1; // processed + // Find the previous edge! + currentFace = FindPreviousFaceLayer(currentFace); + } + first = facesChain.front(); + + if(iFaceLayer.fl->nature() & Nature::RIDGE){ + if(size<4){ + return 0; + } + } + + // Start a new chain edges + ViewEdge * newVEdge = new ViewEdge; + newVEdge->setId(_currentViewId); + ++_currentViewId; + + _pCurrentVShape->AddEdge(newVEdge); + + + // build FEdges + FEdge * feprevious = 0; + FEdge * fefirst = 0; + FEdge * fe = 0; + for(list<OWXFaceLayer>::iterator fl = facesChain.begin(), flend=facesChain.end(); + fl!=flend; + ++fl){ + fe = BuildSmoothFEdge(feprevious, (*fl)); + fe->setViewEdge(newVEdge); + if(!fefirst) + fefirst = fe; + feprevious = fe; + } + // Store the chain starting edge: + _pCurrentSShape->AddChain(fefirst); + newVEdge->setNature(iFaceLayer.fl->nature()); + newVEdge->setFEdgeA(fefirst); + newVEdge->setFEdgeB(fe); + + // is it a closed loop ? + if((first == end) && (size != 1)){ + fefirst->setPreviousEdge(fe); + fe->setNextEdge(fefirst); + newVEdge->setA(0); + newVEdge->setB(0); + }else{ + ViewVertex *vva = MakeViewVertex(fefirst->vertexA()); + ViewVertex *vvb = MakeViewVertex(fe->vertexB()); + + ((NonTVertex*)vva)->AddOutgoingViewEdge(newVEdge); + ((NonTVertex*)vvb)->AddIncomingViewEdge(newVEdge); + + newVEdge->setA(vva); + newVEdge->setB(vvb); + } + + return newVEdge; +} + +ViewEdge * ViewEdgeXBuilder::BuildSharpViewEdge(const OWXEdge& iWEdge) { + // Start a new sharp chain edges + ViewEdge * newVEdge = new ViewEdge; + newVEdge->setId(_currentViewId); + ++_currentViewId; + unsigned size=0; + + _pCurrentVShape->AddEdge(newVEdge); + + // Find first edge: + OWXEdge firstWEdge = iWEdge; + OWXEdge previousWEdge = firstWEdge; + OWXEdge currentWEdge = firstWEdge; + list<OWXEdge> edgesChain; + // bidirectional chaining + // first direction: + while(!stopSharpViewEdge(currentWEdge.e)){ + edgesChain.push_back(currentWEdge); + ++size; + currentWEdge.e->userdata = (void*)1; // processed + // Find the next edge! + currentWEdge = FindNextWEdge(currentWEdge); + } + OWXEdge endWEdge = edgesChain.back(); + // second direction + currentWEdge = FindPreviousWEdge(firstWEdge); + while(!stopSharpViewEdge(currentWEdge.e)){ + edgesChain.push_front(currentWEdge); + ++size; + currentWEdge.e->userdata = (void*)1; // processed + // Find the previous edge! + currentWEdge = FindPreviousWEdge(currentWEdge); + } + firstWEdge = edgesChain.front(); + + // build FEdges + FEdge * feprevious = 0; + FEdge * fefirst = 0; + FEdge * fe = 0; + for(list<OWXEdge>::iterator we = edgesChain.begin(), weend=edgesChain.end(); + we!=weend; + ++we){ + fe = BuildSharpFEdge(feprevious, (*we)); + fe->setViewEdge(newVEdge); + if(!fefirst) + fefirst = fe; + feprevious = fe; + } + // Store the chain starting edge: + _pCurrentSShape->AddChain(fefirst); + newVEdge->setNature(iWEdge.e->nature()); + newVEdge->setFEdgeA(fefirst); + newVEdge->setFEdgeB(fe); + + // is it a closed loop ? + if((firstWEdge == endWEdge) && (size!=1)){ + fefirst->setPreviousEdge(fe); + fe->setNextEdge(fefirst); + newVEdge->setA(0); + newVEdge->setB(0); + }else{ + ViewVertex *vva = MakeViewVertex(fefirst->vertexA()); + ViewVertex *vvb = MakeViewVertex(fe->vertexB()); + + ((NonTVertex*)vva)->AddOutgoingViewEdge(newVEdge); + ((NonTVertex*)vvb)->AddIncomingViewEdge(newVEdge); + + newVEdge->setA(vva); + newVEdge->setB(vvb); + } + + return newVEdge; +} + +OWXFaceLayer ViewEdgeXBuilder::FindNextFaceLayer(const OWXFaceLayer& iFaceLayer){ + WXFace *nextFace = 0; + WOEdge * woeend; + real tend; + if(iFaceLayer.order){ + woeend = iFaceLayer.fl->getSmoothEdge()->woeb(); + tend = iFaceLayer.fl->getSmoothEdge()->tb(); + }else{ + woeend = iFaceLayer.fl->getSmoothEdge()->woea(); + tend = iFaceLayer.fl->getSmoothEdge()->ta(); + } + // special case of EDGE_VERTEX config: + if((tend == 0.0) || (tend == 1.0)){ + WVertex *nextVertex; + if(tend == 0.0) + nextVertex = woeend->GetaVertex(); + else + nextVertex = woeend->GetbVertex(); + if(nextVertex->isBoundary()) // if it's a non-manifold vertex -> ignore + return OWXFaceLayer(0,true); + bool found = false; + WVertex::face_iterator f=nextVertex->faces_begin(); + WVertex::face_iterator fend=nextVertex->faces_end(); + while((!found) && (f!=fend)){ + nextFace = dynamic_cast<WXFace*>(*f); + if((0 != nextFace) && (nextFace!=iFaceLayer.fl->getFace())){ + vector<WXFaceLayer*> sameNatureLayers; + nextFace->retrieveSmoothEdgesLayers(iFaceLayer.fl->nature(), sameNatureLayers); + if(sameNatureLayers.size() == 1) {// don't know + // maybe should test whether this face has + // also a vertex_edge configuration + WXFaceLayer * winner = sameNatureLayers[0]; + if(woeend == winner->getSmoothEdge()->woea()->twin()) + return OWXFaceLayer(winner,true); + else + return OWXFaceLayer(winner,false); + } + } + ++f; + } + }else{ + nextFace = dynamic_cast<WXFace*>(iFaceLayer.fl->getFace()->GetBordingFace(woeend)); + if(0 == nextFace) + return OWXFaceLayer(0,true); + // if the next face layer has either no smooth edge or + // no smooth edge of same nature, no next face + if(!nextFace->hasSmoothEdges()) + return OWXFaceLayer(0,true); + vector<WXFaceLayer*> sameNatureLayers; + nextFace->retrieveSmoothEdgesLayers(iFaceLayer.fl->nature(), sameNatureLayers); + if((sameNatureLayers.empty()) || (sameNatureLayers.size() != 1)) // don't know how to deal with several edges of same nature on a single face + return OWXFaceLayer(0,true); + else{ + WXFaceLayer * winner = sameNatureLayers[0]; + if(woeend == winner->getSmoothEdge()->woea()->twin()) + return OWXFaceLayer(winner,true); + else + return OWXFaceLayer(winner,false); + } + } + return OWXFaceLayer(0,true); +} + +OWXFaceLayer ViewEdgeXBuilder::FindPreviousFaceLayer(const OWXFaceLayer& iFaceLayer) { + WXFace *previousFace = 0; + WOEdge * woebegin; + real tend; + if(iFaceLayer.order){ + woebegin = iFaceLayer.fl->getSmoothEdge()->woea(); + tend = iFaceLayer.fl->getSmoothEdge()->ta(); + }else{ + woebegin = iFaceLayer.fl->getSmoothEdge()->woeb(); + tend = iFaceLayer.fl->getSmoothEdge()->tb(); + } + + // special case of EDGE_VERTEX config: + if((tend == 0.0) || (tend == 1.0)){ + WVertex *previousVertex; + if(tend == 0.0) + previousVertex = woebegin->GetaVertex(); + else + previousVertex = woebegin->GetbVertex(); + if(previousVertex->isBoundary()) // if it's a non-manifold vertex -> ignore + return OWXFaceLayer(0,true); + bool found = false; + WVertex::face_iterator f=previousVertex->faces_begin(); + WVertex::face_iterator fend=previousVertex->faces_end(); + while((!found) && (f!=fend)){ + previousFace = dynamic_cast<WXFace*>(*f); + if((0 != previousFace) && (previousFace!=iFaceLayer.fl->getFace())){ + vector<WXFaceLayer*> sameNatureLayers; + previousFace->retrieveSmoothEdgesLayers(iFaceLayer.fl->nature(), sameNatureLayers); + if(sameNatureLayers.size() == 1) {// don't know + // maybe should test whether this face has + // also a vertex_edge configuration + WXFaceLayer * winner = sameNatureLayers[0]; + if(woebegin == winner->getSmoothEdge()->woeb()->twin()) + return OWXFaceLayer(winner,true); + else + return OWXFaceLayer(winner,false); + } + } + ++f; + } + }else{ + previousFace = dynamic_cast<WXFace*>(iFaceLayer.fl->getFace()->GetBordingFace(woebegin)); + if(0 == previousFace) + return OWXFaceLayer(0,true); + + // if the next face layer has either no smooth edge or + // no smooth edge of same nature, no next face + if(!previousFace->hasSmoothEdges()) + return OWXFaceLayer(0,true); + vector<WXFaceLayer*> sameNatureLayers; + previousFace->retrieveSmoothEdgesLayers(iFaceLayer.fl->nature(), sameNatureLayers); + if((sameNatureLayers.empty()) || (sameNatureLayers.size() != 1)) // don't know how to deal with several edges of same nature on a single face + return OWXFaceLayer(0,true); + else{ + WXFaceLayer * winner = sameNatureLayers[0]; + if(woebegin == winner->getSmoothEdge()->woeb()->twin()) + return OWXFaceLayer(winner,true); + else + return OWXFaceLayer(winner,false); + } + } + return OWXFaceLayer(0,true); +} + +FEdge * ViewEdgeXBuilder::BuildSmoothFEdge(FEdge *feprevious, const OWXFaceLayer& ifl){ + SVertex *va, *vb; + FEdgeSmooth *fe; + // retrieve exact silhouette data + WXSmoothEdge *se = ifl.fl->getSmoothEdge(); + + Vec3r normal; + // Make the 2 Svertices + if(feprevious == 0){ // that means that we don't have any vertex already built for that face + real ta = se->ta(); + Vec3r A1(se->woea()->GetaVertex()->GetVertex()); + Vec3r A2(se->woea()->GetbVertex()->GetVertex()); + Vec3r A(A1+ta*(A2-A1)); + + va = MakeSVertex(A); + // Set normal: + Vec3r NA1(ifl.fl->getFace()->GetVertexNormal(se->woea()->GetaVertex())); + Vec3r NA2(ifl.fl->getFace()->GetVertexNormal(se->woea()->GetbVertex())); + Vec3r na((1 - ta) * NA1 + ta * NA2); + na.normalize(); + va->AddNormal(na); + normal = na; + + // Set CurvatureInfo + CurvatureInfo* curvature_info_a = new CurvatureInfo(*(dynamic_cast<WXVertex*>(se->woea()->GetaVertex())->curvatures()), + *(dynamic_cast<WXVertex*>(se->woea()->GetbVertex())->curvatures()), + ta); + va->setCurvatureInfo(curvature_info_a); + } + else + va = feprevious->vertexB(); + + real tb = se->tb(); + Vec3r B1(se->woeb()->GetaVertex()->GetVertex()); + Vec3r B2(se->woeb()->GetbVertex()->GetVertex()); + Vec3r B(B1+tb*(B2-B1)); + + vb = MakeSVertex(B); + // Set normal: + Vec3r NB1(ifl.fl->getFace()->GetVertexNormal(se->woeb()->GetaVertex())); + Vec3r NB2(ifl.fl->getFace()->GetVertexNormal(se->woeb()->GetbVertex())); + Vec3r nb((1 - tb) * NB1 + tb * NB2); + nb.normalize(); + normal += nb; + vb->AddNormal(nb); + + // Set CurvatureInfo + CurvatureInfo* curvature_info_b = new CurvatureInfo(*(dynamic_cast<WXVertex*>(se->woeb()->GetaVertex())->curvatures()), + *(dynamic_cast<WXVertex*>(se->woeb()->GetbVertex())->curvatures()), + tb); + vb->setCurvatureInfo(curvature_info_b); + + // if the order is false we must swap va and vb + if(!ifl.order){ + SVertex *tmp = va; + va = vb; + vb = tmp; + } + + // Creates the corresponding feature edge + fe = new FEdgeSmooth(va, vb); + fe->setNature(ifl.fl->nature()); + fe->setId(_currentFId); + fe->setFrsMaterialIndex(ifl.fl->getFace()->frs_materialIndex()); + fe->setFace(ifl.fl->getFace()); + fe->setNormal(normal); + fe->setPreviousEdge(feprevious); + if(feprevious) + feprevious->setNextEdge(fe); + _pCurrentSShape->AddEdge(fe); + va->AddFEdge(fe); + vb->AddFEdge(fe); + + ++_currentFId; + ifl.fl->userdata = fe; + return fe; +} + +bool ViewEdgeXBuilder::stopSmoothViewEdge(WXFaceLayer *iFaceLayer){ + if(0 == iFaceLayer) + return true; + if(iFaceLayer->userdata == 0) + return false; + return true; +} + +OWXEdge ViewEdgeXBuilder::FindNextWEdge(const OWXEdge& iEdge){ + if(Nature::NO_FEATURE == iEdge.e->nature()) + return OWXEdge(0, true); + + WVertex *v; + if(true == iEdge.order) + v = iEdge.e->GetbVertex(); + else + v = iEdge.e->GetaVertex(); + + if(((WXVertex*)v)->isFeature()) + return 0; + + + vector<WEdge*>& vEdges = (v)->GetEdges(); + for(vector<WEdge*>::iterator ve=vEdges.begin(),veend=vEdges.end(); + ve!=veend; + ve++){ + WXEdge *wxe = dynamic_cast<WXEdge*>(*ve); + if(wxe == iEdge.e) + continue; // same edge as the one processed + + if(wxe->nature() != iEdge.e->nature()) + continue; + + if(wxe->GetaVertex() == v){ + // That means that the face necesarily lies on the edge left. + // So the vertex order is OK. + return OWXEdge(wxe, true); + }else{ + // That means that the face necesarily lies on the edge left. + // So the vertex order is OK. + return OWXEdge(wxe, false); + } + } + // we did not find: + return OWXEdge(0, true); +} + +OWXEdge ViewEdgeXBuilder::FindPreviousWEdge(const OWXEdge& iEdge){ + if(Nature::NO_FEATURE == iEdge.e->nature()) + return OWXEdge(0, true); + + WVertex *v; + if(true == iEdge.order) + v = iEdge.e->GetaVertex(); + else + v = iEdge.e->GetbVertex(); + + if(((WXVertex*)v)->isFeature()) + return 0; + + + vector<WEdge*>& vEdges = (v)->GetEdges(); + for(vector<WEdge*>::iterator ve=vEdges.begin(),veend=vEdges.end(); + ve!=veend; + ve++){ + WXEdge *wxe = dynamic_cast<WXEdge*>(*ve); + if(wxe == iEdge.e) + continue; // same edge as the one processed + + if(wxe->nature() != iEdge.e->nature()) + continue; + + if(wxe->GetbVertex() == v){ + return OWXEdge(wxe, true); + }else{ + return OWXEdge(wxe, false); + } + } + // we did not find: + return OWXEdge(0, true); +} + +FEdge * ViewEdgeXBuilder::BuildSharpFEdge(FEdge *feprevious, const OWXEdge& iwe){ + SVertex *va, *vb; + FEdgeSharp *fe; + WXVertex *wxVA, *wxVB; + if(iwe.order){ + wxVA = (WXVertex*)iwe.e->GetaVertex(); + wxVB = (WXVertex*)iwe.e->GetbVertex(); + }else{ + wxVA = (WXVertex*)iwe.e->GetbVertex(); + wxVB = (WXVertex*)iwe.e->GetaVertex(); + } + // Make the 2 SVertex + va = MakeSVertex(wxVA->GetVertex()); + vb = MakeSVertex(wxVB->GetVertex()); + + // get the faces normals and the material indices + Vec3r normalA, normalB; + unsigned matA(0), matB(0); + if(iwe.order){ + normalB = (iwe.e->GetbFace()->GetNormal()); + matB = (iwe.e->GetbFace()->frs_materialIndex()); + if(!(iwe.e->nature() & Nature::BORDER)) { + normalA = (iwe.e->GetaFace()->GetNormal()); + matA = (iwe.e->GetaFace()->frs_materialIndex()); + } + }else{ + normalA = (iwe.e->GetbFace()->GetNormal()); + matA = (iwe.e->GetbFace()->frs_materialIndex()); + if(!(iwe.e->nature() & Nature::BORDER)) { + normalB = (iwe.e->GetaFace()->GetNormal()); + matB = (iwe.e->GetaFace()->frs_materialIndex()); + } + } + // Creates the corresponding feature edge + // Creates the corresponding feature edge + fe = new FEdgeSharp(va, vb); + fe->setNature(iwe.e->nature()); + fe->setId(_currentFId); + fe->setaFrsMaterialIndex(matA); + fe->setbFrsMaterialIndex(matB); + fe->setNormalA(normalA); + fe->setNormalB(normalB); + fe->setPreviousEdge(feprevious); + if(feprevious) + feprevious->setNextEdge(fe); + _pCurrentSShape->AddEdge(fe); + va->AddFEdge(fe); + vb->AddFEdge(fe); + //Add normals: + va->AddNormal(normalA); + va->AddNormal(normalB); + vb->AddNormal(normalA); + vb->AddNormal(normalB); + + ++_currentFId; + iwe.e->userdata = fe; + return fe; +} + +bool ViewEdgeXBuilder::stopSharpViewEdge(WXEdge *iEdge){ + if(0 == iEdge) + return true; + if(iEdge->userdata == 0) + return false; + return true; +} + +SVertex * ViewEdgeXBuilder::MakeSVertex(Vec3r& iPoint){ + SVertex *va; + // Check whether the vertices are already in the table: + // fisrt vertex + // ------------- + SVertexMap::const_iterator found = _SVertexMap.find(iPoint); + if (found != _SVertexMap.end()) { + va = (*found).second; + }else{ + va = new SVertex(iPoint, _currentSVertexId); + SilhouetteGeomEngine::ProjectSilhouette(va); + ++_currentSVertexId; + // Add the svertex to the SShape svertex list: + _pCurrentSShape->AddNewVertex(va); + // Add the svertex in the table using its id: + _SVertexMap[iPoint] = va; + } + return va; +} + +ViewVertex * ViewEdgeXBuilder::MakeViewVertex(SVertex *iSVertex){ + ViewVertex *vva = iSVertex->viewvertex(); + if(vva != 0) + return vva; + vva = new NonTVertex(iSVertex); + // Add the view vertex to the ViewShape svertex list: + _pCurrentVShape->AddVertex(vva); + return vva; +} + |