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+/*
+ * ***** 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 *****
+ */
+
+#ifndef __FREESTYLE_VIEW_MAP_TESSELATOR_H__
+#define __FREESTYLE_VIEW_MAP_TESSELATOR_H__
+
+/** \file blender/freestyle/intern/view_map/ViewMapTesselator.h
+ * \ingroup freestyle
+ * \brief Class to build a Node Tree designed to be displayed from a Silhouette View Map structure.
+ * \author Stephane Grabli
+ * \date 26/03/2002
+ */
+
+#include "Silhouette.h"
+#include "ViewMap.h"
+
+#include "../scene_graph/LineRep.h"
+#include "../scene_graph/NodeShape.h"
+#include "../scene_graph/NodeGroup.h"
+#include "../scene_graph/OrientedLineRep.h"
+#include "../scene_graph/VertexRep.h"
+
+#include "../winged_edge/WEdge.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 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(0.0f, 0.0f, 0.0f, 1.0f);
+ 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 0
+ if ((*c)->qi() > 0) {
+ continue;
+ }
+ if (!((*c)->nature() & (_nature))) {
+ continue;
+ }
+#endif
+ firstEdge = (*c)->fedgeA();
+
+#if 0
+ if (firstEdge->invisibility() > 0)
+ continue;
+#endif
+
+ 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 // __FREESTYLE_VIEW_MAP_TESSELATOR_H__