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+//
+// Filename : ViewMapTesselator.h
+// Author(s) : Stephane Grabli
+// Purpose : Class to build a Node Tree designed to be displayed
+// from a Silhouette View Map structure.
+// Date of creation : 26/03/2002
+//
+///////////////////////////////////////////////////////////////////////////////
+
+
+//
+// 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.
+//
+///////////////////////////////////////////////////////////////////////////////
+
+#ifndef VIEWMAPTESSELATOR_H
+# define VIEWMAPTESSELATOR_H
+
+# include "Silhouette.h"
+# include "ViewMap.h"
+# include "../scene_graph/NodeShape.h"
+# include "../winged_edge/WEdge.h"
+# include "../scene_graph/NodeGroup.h"
+# include "../scene_graph/LineRep.h"
+# include "../scene_graph/OrientedLineRep.h"
+# include "../scene_graph/VertexRep.h"
+
+class NodeShape;
+class NodeGroup;
+class SShape;
+class WShape;
+
+class LIB_VIEW_MAP_EXPORT ViewMapTesselator
+{
+public:
+
+ inline ViewMapTesselator() {_nature = Nature::SILHOUETTE | Nature::BORDER | Nature::CREASE;_FrsMaterial.setDiffuse(0,0,0,1);_overloadFrsMaterial=false;}
+ virtual ~ViewMapTesselator() {}
+
+ /*! Builds a set of lines rep contained under a
+ * a NodeShape, itself contained under a NodeGroup from a ViewMap
+ */
+ NodeGroup* Tesselate(ViewMap* iViewMap) ;
+
+ /*! Builds a set of lines rep contained under a
+ * a NodeShape, itself contained under a NodeGroup from a
+ * set of view edges
+ */
+ template<class ViewEdgesIterator>
+ NodeGroup* Tesselate(ViewEdgesIterator begin, ViewEdgesIterator end) ;
+
+ /*! Builds a set of lines rep contained among a
+ * a NodeShape, from a WShape
+ */
+ NodeGroup* Tesselate(WShape* iWShape);
+
+
+ inline void setNature(Nature::EdgeNature iNature) {_nature = iNature;}
+ inline void setFrsMaterial(const FrsMaterial& iMaterial) {_FrsMaterial=iMaterial;_overloadFrsMaterial=true;}
+ inline Nature::EdgeNature nature() {return _nature;}
+ inline const FrsMaterial& frs_material() const {return _FrsMaterial;}
+
+protected:
+ virtual void AddVertexToLine(LineRep *iLine, SVertex *v) = 0;
+
+private:
+ Nature::EdgeNature _nature;
+ FrsMaterial _FrsMaterial;
+ bool _overloadFrsMaterial;
+};
+
+/*! Class to tesselate the 2D projected silhouette */
+class ViewMapTesselator2D : public ViewMapTesselator
+{
+public:
+ inline ViewMapTesselator2D() : ViewMapTesselator() {}
+ virtual ~ViewMapTesselator2D() {}
+
+protected:
+ virtual void AddVertexToLine(LineRep *iLine, SVertex *v)
+ {
+ iLine->AddVertex(v->point2D());
+ }
+};
+
+/*! Class to tesselate the 3D silhouette */
+class ViewMapTesselator3D : public ViewMapTesselator
+{
+public:
+ inline ViewMapTesselator3D() : ViewMapTesselator() {}
+ virtual ~ViewMapTesselator3D() {}
+
+protected:
+ virtual void AddVertexToLine(LineRep *iLine, SVertex *v)
+ {
+ iLine->AddVertex(v->point3D());
+ }
+};
+
+//
+// Implementation
+//
+///////////////////////////////////////////////
+
+template<class ViewEdgesIterator>
+NodeGroup * ViewMapTesselator::Tesselate(ViewEdgesIterator begin, ViewEdgesIterator end)
+{
+ NodeGroup *group = new NodeGroup;
+ NodeShape *tshape = new NodeShape;
+ group->AddChild(tshape);
+ //tshape->frs_material().setDiffuse(0.f, 0.f, 0.f, 1.f);
+ tshape->setFrsMaterial(_FrsMaterial);
+
+ LineRep* line;
+
+
+ FEdge *firstEdge;
+ FEdge *nextFEdge, *currentEdge;
+
+ int id=0;
+ // for(vector<ViewEdge*>::const_iterator c=viewedges.begin(),cend=viewedges.end();
+ // c!=cend;
+ // c++)
+ for(ViewEdgesIterator c=begin, cend=end;
+ c!=cend;
+ c++)
+ {
+ // if((*c)->qi() > 0){
+ // continue;
+ // }
+ // if(!((*c)->nature() & (_nature)))
+ // continue;
+ //
+ firstEdge = (*c)->fedgeA();
+
+ // if(firstEdge->invisibility() > 0)
+ // continue;
+
+ line = new OrientedLineRep();
+ if(_overloadFrsMaterial)
+ line->setFrsMaterial(_FrsMaterial);
+
+ // there might be chains containing a single element
+ if(0 == (firstEdge)->nextEdge())
+ {
+ line->setStyle(LineRep::LINES);
+ // line->AddVertex((*c)->vertexA()->point3D());
+ // line->AddVertex((*c)->vertexB()->point3D());
+ AddVertexToLine(line, firstEdge->vertexA());
+ AddVertexToLine(line, firstEdge->vertexB());
+ }
+ else
+ {
+ line->setStyle(LineRep::LINE_STRIP);
+
+ //firstEdge = (*c);
+ nextFEdge = firstEdge;
+ currentEdge = firstEdge;
+ do
+ {
+ //line->AddVertex(nextFEdge->vertexA()->point3D());
+ AddVertexToLine(line, nextFEdge->vertexA());
+ currentEdge = nextFEdge;
+ nextFEdge = nextFEdge->nextEdge();
+ }while((nextFEdge != NULL) && (nextFEdge != firstEdge));
+ // Add the last vertex
+ //line->AddVertex(currentEdge->vertexB()->point3D());
+ AddVertexToLine(line, currentEdge->vertexB());
+
+ }
+
+ line->setId((*c)->getId().getFirst());
+ line->ComputeBBox();
+ tshape->AddRep(line);
+ id++;
+ }
+
+ return group;
+}
+
+#endif // VIEWMAPTESSELATOR_H